/*
* This file is part of the CMaNGOS Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/

#include "Spell.h"
#include "Database/DatabaseEnv.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Opcodes.h"
#include "Log.h"
#include "UpdateMask.h"
#include "World.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "Player.h"
#include "Pet.h"
#include "Unit.h"
#include "DynamicObject.h"
#include "Group.h"
#include "UpdateData.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "CellImpl.h"
#include "Policies/Singleton.h"
#include "SharedDefines.h"
#include "LootMgr.h"
#include "VMapFactory.h"
#include "BattleGround/BattleGround.h"
#include "Util.h"
#include "Chat.h"
#include "SQLStorages.h"
#include "extras/Mod.h"
#include "Language.h"

extern pEffect SpellEffects[TOTAL_SPELL_EFFECTS];

bool IsQuestTameSpell(uint32 spellId)
{
	SpellEntry const* spellproto = sSpellStore.LookupEntry(spellId);
	if (!spellproto)
		return false;

	return spellproto->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_THREAT
		&& spellproto->Effect[EFFECT_INDEX_1] == SPELL_EFFECT_APPLY_AURA && spellproto->EffectApplyAuraName[EFFECT_INDEX_1] == SPELL_AURA_DUMMY;
}

SpellCastTargets::SpellCastTargets()
{
	m_unitTarget = NULL;
	m_itemTarget = NULL;
	m_GOTarget = NULL;

	m_itemTargetEntry = 0;

	m_srcX = m_srcY = m_srcZ = m_destX = m_destY = m_destZ = 0.0f;
	m_strTarget.clear();
	m_targetMask = 0;
}

SpellCastTargets::~SpellCastTargets()
{
}

void SpellCastTargets::setUnitTarget(Unit* target)
{
	if (!target)
		return;

	m_destX = target->GetPositionX();
	m_destY = target->GetPositionY();
	m_destZ = target->GetPositionZ();
	m_unitTarget = target;
	m_unitTargetGUID = target->GetObjectGuid();
	m_targetMask |= TARGET_FLAG_UNIT;
}

void SpellCastTargets::setDestination(float x, float y, float z)
{
	m_destX = x;
	m_destY = y;
	m_destZ = z;
	m_targetMask |= TARGET_FLAG_DEST_LOCATION;
}

void SpellCastTargets::setSource(float x, float y, float z)
{
	m_srcX = x;
	m_srcY = y;
	m_srcZ = z;
	m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}

void SpellCastTargets::setGOTarget(GameObject* target)
{
	m_GOTarget = target;
	m_GOTargetGUID = target->GetObjectGuid();
	//    m_targetMask |= TARGET_FLAG_OBJECT;
}

void SpellCastTargets::setItemTarget(Item* item)
{
	if (!item)
		return;

	m_itemTarget = item;
	m_itemTargetGUID = item->GetObjectGuid();
	m_itemTargetEntry = item->GetEntry();
	m_targetMask |= TARGET_FLAG_ITEM;
}

void SpellCastTargets::setTradeItemTarget(Player* caster)
{
	m_itemTargetGUID = ObjectGuid(uint64(TRADE_SLOT_NONTRADED));
	m_itemTargetEntry = 0;
	m_targetMask |= TARGET_FLAG_TRADE_ITEM;

	Update(caster);
}

void SpellCastTargets::setCorpseTarget(Corpse* corpse)
{
	m_CorpseTargetGUID = corpse->GetObjectGuid();
}

void SpellCastTargets::Update(Unit* caster)
{
	m_GOTarget = m_GOTargetGUID ? caster->GetMap()->GetGameObject(m_GOTargetGUID) : NULL;
	m_unitTarget = m_unitTargetGUID ?
		(m_unitTargetGUID == caster->GetObjectGuid() ? caster : ObjectAccessor::GetUnit(*caster, m_unitTargetGUID)) :
		NULL;

	m_itemTarget = NULL;
	if (caster->GetTypeId() == TYPEID_PLAYER)
	{
		Player* player = ((Player*)caster);

		if (m_targetMask & TARGET_FLAG_ITEM)
			m_itemTarget = player->GetItemByGuid(m_itemTargetGUID);
		else if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
		{
			if (TradeData* pTrade = player->GetTradeData())
				if (m_itemTargetGUID.GetRawValue() < TRADE_SLOT_COUNT)
					m_itemTarget = pTrade->GetTraderData()->GetItem(TradeSlots(m_itemTargetGUID.GetRawValue()));
		}

		if (m_itemTarget)
			m_itemTargetEntry = m_itemTarget->GetEntry();
	}
}

void SpellCastTargets::read(ByteBuffer& data, Unit* caster)
{
	data >> m_targetMask;

	if (m_targetMask == TARGET_FLAG_SELF)
	{
		m_destX = caster->GetPositionX();
		m_destY = caster->GetPositionY();
		m_destZ = caster->GetPositionZ();
		m_unitTarget = caster;
		m_unitTargetGUID = caster->GetObjectGuid();
		return;
	}

	// TARGET_FLAG_UNK2 is used for non-combat pets, maybe other?
	if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_UNK2))
		data >> m_unitTargetGUID.ReadAsPacked();

	if (m_targetMask & (TARGET_FLAG_OBJECT | TARGET_FLAG_OBJECT_UNK))
		data >> m_GOTargetGUID.ReadAsPacked();

	if ((m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM)) && caster->GetTypeId() == TYPEID_PLAYER)
		data >> m_itemTargetGUID.ReadAsPacked();

	if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
	{
		data >> m_srcX >> m_srcY >> m_srcZ;
		if (!MaNGOS::IsValidMapCoord(m_srcX, m_srcY, m_srcZ))
			throw ByteBufferException(false, data.rpos(), 0, data.size());
	}

	if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
	{
		data >> m_destX >> m_destY >> m_destZ;
		if (!MaNGOS::IsValidMapCoord(m_destX, m_destY, m_destZ))
			throw ByteBufferException(false, data.rpos(), 0, data.size());
	}

	if (m_targetMask & TARGET_FLAG_STRING)
		data >> m_strTarget;

	if (m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE))
		data >> m_CorpseTargetGUID.ReadAsPacked();

	// find real units/GOs
	Update(caster);
}

void SpellCastTargets::write(ByteBuffer& data) const
{
	data << uint16(m_targetMask);

	if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_PVP_CORPSE | TARGET_FLAG_OBJECT | TARGET_FLAG_CORPSE | TARGET_FLAG_UNK2))
	{
		if (m_targetMask & TARGET_FLAG_UNIT)
		{
			if (m_unitTarget)
				data << m_unitTarget->GetPackGUID();
			else
				data << uint8(0);
		}
		else if (m_targetMask & (TARGET_FLAG_OBJECT | TARGET_FLAG_OBJECT_UNK))
		{
			if (m_GOTarget)
				data << m_GOTarget->GetPackGUID();
			else
				data << uint8(0);
		}
		else if (m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE))
			data << m_CorpseTargetGUID.WriteAsPacked();
		else
			data << uint8(0);
	}

	if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM))
	{
		if (m_itemTarget)
			data << m_itemTarget->GetPackGUID();
		else
			data << uint8(0);
	}

	if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
		data << m_srcX << m_srcY << m_srcZ;

	if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
		data << m_destX << m_destY << m_destZ;

	if (m_targetMask & TARGET_FLAG_STRING)
		data << m_strTarget;
}

Spell::Spell(Unit* caster, SpellEntry const* info, bool triggered, ObjectGuid originalCasterGUID, SpellEntry const* triggeredBy)
{
	MANGOS_ASSERT(caster != NULL && info != NULL);
	MANGOS_ASSERT(info == sSpellStore.LookupEntry(info->Id) && "`info` must be pointer to sSpellStore element");

	m_spellInfo = info;
	m_triggeredBySpellInfo = triggeredBy;
	m_caster = caster;
	m_selfContainer = NULL;
	m_referencedFromCurrentSpell = false;
	m_executedCurrently = false;
	m_delayStart = 0;
	m_delayAtDamageCount = 0;

	m_applyMultiplierMask = 0;

	// Get data for type of attack
	m_attackType = GetWeaponAttackType(m_spellInfo);

	m_spellSchoolMask = GetSpellSchoolMask(info);           // Can be override for some spell (wand shoot for example)

	if (m_attackType == RANGED_ATTACK)
	{
		// wand case
		if ((m_caster->getClassMask() & CLASSMASK_WAND_USERS) != 0 && m_caster->GetTypeId() == TYPEID_PLAYER)
		{
			if (Item* pItem = ((Player*)m_caster)->GetWeaponForAttack(RANGED_ATTACK))
				m_spellSchoolMask = GetSchoolMask(pItem->GetProto()->Damage[0].DamageType);
		}
	}
	// Set health leech amount to zero
	m_healthLeech = 0;

	m_originalCasterGUID = originalCasterGUID ? originalCasterGUID : m_caster->GetObjectGuid();

	UpdateOriginalCasterPointer();

	for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
		m_currentBasePoints[i] = m_spellInfo->CalculateSimpleValue(SpellEffectIndex(i));

	m_spellState = SPELL_STATE_PREPARING;

	m_castPositionX = m_castPositionY = m_castPositionZ = 0;
	m_TriggerSpells.clear();
	m_preCastSpells.clear();
	m_IsTriggeredSpell = triggered;
	// m_AreaAura = false;
	m_CastItem = NULL;

	unitTarget = NULL;
	itemTarget = NULL;
	gameObjTarget = NULL;
	focusObject = NULL;
	m_triggeredByAuraSpell = NULL;

	// Auto Shot & Shoot (wand)
	m_autoRepeat = IsAutoRepeatRangedSpell(m_spellInfo);

	m_powerCost = 0;                                        // setup to correct value in Spell::prepare, don't must be used before.
	m_casttime = 0;                                         // setup to correct value in Spell::prepare, don't must be used before.
	m_timer = 0;                                            // will set to cast time in prepare
	m_duration = 0;
	m_KongZhitimer = 5000;
	m_actual_time = 0;

	m_needAliveTargetMask = 0;

	// determine reflection
	m_canReflect = false;

	if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && !m_spellInfo->HasAttribute(SPELL_ATTR_EX2_CANT_REFLECTED))
	{
		for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
		{
			if (m_spellInfo->Effect[j] == 0)
				continue;

			if (!IsPositiveTarget(m_spellInfo->EffectImplicitTargetA[j], m_spellInfo->EffectImplicitTargetB[j]))
				m_canReflect = true;
			else
				m_canReflect = m_spellInfo->HasAttribute(SPELL_ATTR_EX_NEGATIVE);

			if (m_canReflect)
				continue;
			else
				break;
		}
	}

	CleanupTargetList();
}

Spell::~Spell()
{
}

template<typename T>
WorldObject* Spell::FindCorpseUsing()
{
	// non-standard target selection
	SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
	float max_range = GetSpellMaxRange(srange);

	WorldObject* result = NULL;

	T u_check(m_caster, max_range);
	MaNGOS::WorldObjectSearcher<T> searcher(result, u_check);

	Cell::VisitGridObjects(m_caster, searcher, max_range);

	if (!result)
		Cell::VisitWorldObjects(m_caster, searcher, max_range);

	return result;
}

void Spell::FillTargetMap()
{
	// TODO: ADD the correct target FILLS!!!!!!

	UnitList tmpUnitLists[MAX_EFFECT_INDEX];                // Stores the temporary Target Lists for each effect
	uint8 effToIndex[MAX_EFFECT_INDEX] = { 0, 1, 2 };         // Helper array, to link to another tmpUnitList, if the targets for both effects match
	for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
	{
		// not call for empty effect.
		// Also some spells use not used effect targets for store targets for dummy effect in triggered spells
		if (m_spellInfo->Effect[i] == SPELL_EFFECT_NONE)
			continue;

		// targets for TARGET_SCRIPT_COORDINATES (A) and TARGET_SCRIPT
		// for TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT (A) all is checked in Spell::CheckCast and in Spell::CheckItem
		// filled in Spell::CheckCast call
		if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_SCRIPT_COORDINATES ||
			m_spellInfo->EffectImplicitTargetA[i] == TARGET_SCRIPT ||
			m_spellInfo->EffectImplicitTargetA[i] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT ||
			(m_spellInfo->EffectImplicitTargetB[i] == TARGET_SCRIPT && m_spellInfo->EffectImplicitTargetA[i] != TARGET_SELF))
			continue;

		// TODO: find a way so this is not needed?
		// for area auras always add caster as target (needed for totems for example)
		if (IsAreaAuraEffect(m_spellInfo->Effect[i]))
			AddUnitTarget(m_caster, SpellEffectIndex(i));

		// no double fill for same targets
		for (int j = 0; j < i; ++j)
		{
			// Check if same target, but handle i.e. AreaAuras different
			if (m_spellInfo->EffectImplicitTargetA[i] == m_spellInfo->EffectImplicitTargetA[j] && m_spellInfo->EffectImplicitTargetB[i] == m_spellInfo->EffectImplicitTargetB[j]
				&& m_spellInfo->Effect[j] != SPELL_EFFECT_NONE
				&& !IsAreaAuraEffect(m_spellInfo->Effect[i]) && !IsAreaAuraEffect(m_spellInfo->Effect[j]))
				// Add further conditions here if required
			{
				effToIndex[i] = j;                          // effect i has same targeting list as effect j
				break;
			}
		}

		if (effToIndex[i] == i)                             // New target combination
		{
			// TargetA/TargetB dependent from each other, we not switch to full support this dependences
			// but need it support in some know cases
			switch (m_spellInfo->EffectImplicitTargetA[i])
			{
			case TARGET_NONE:
				switch (m_spellInfo->EffectImplicitTargetB[i])
				{
				case TARGET_NONE:
					if (m_caster->GetObjectGuid().IsPet())
						SetTargetMap(SpellEffectIndex(i), TARGET_SELF, tmpUnitLists[i /*==effToIndex[i]*/]);
					else
						SetTargetMap(SpellEffectIndex(i), TARGET_EFFECT_SELECT, tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				default:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				}
				break;
			case TARGET_SELF:
				switch (m_spellInfo->EffectImplicitTargetB[i])
				{
				case TARGET_NONE:                   // Fill Target based on A only
					// Arcane Missiles have strange targeting for auras
					if (m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && m_spellInfo->SpellFamilyFlags & UI64LIT(0x00000800))
					{
						if (m_caster->GetTypeId() == TYPEID_PLAYER)
							if (Unit* target = ObjectAccessor::Instance().GetUnit(*m_caster, ((Player*)m_caster)->GetSelectionGuid()))
								if (!m_caster->IsFriendlyTo(target))
									if (m_caster->GetDistance2d(target) <= 32.0f)
										tmpUnitLists[i /*==effToIndex[i]*/].push_back(target);
					}
					else
						SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				case TARGET_EFFECT_SELECT:
				case TARGET_SCRIPT:                 // B-target only used with CheckCast here
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				case TARGET_AREAEFFECT_INSTANT:     // use B case that not dependent from from A in fact
					if ((m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) == 0)
						m_targets.setDestination(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ());
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				default:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				}
				break;
			case TARGET_EFFECT_SELECT:
				switch (m_spellInfo->EffectImplicitTargetB[i])
				{
				case TARGET_NONE:
				case TARGET_EFFECT_SELECT:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
					// dest point setup required
				case TARGET_AREAEFFECT_INSTANT:
				case TARGET_AREAEFFECT_CUSTOM:
				case TARGET_ALL_ENEMY_IN_AREA:
				case TARGET_ALL_ENEMY_IN_AREA_INSTANT:
				case TARGET_ALL_ENEMY_IN_AREA_CHANNELED:
				case TARGET_ALL_FRIENDLY_UNITS_IN_AREA:
				case TARGET_AREAEFFECT_GO_AROUND_DEST:
					// triggered spells get dest point from default target set, ignore it
					if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) || m_IsTriggeredSpell)
						if (WorldObject* castObject = GetCastingObject())
							m_targets.setDestination(castObject->GetPositionX(), castObject->GetPositionY(), castObject->GetPositionZ());
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
					// target pre-selection required
				case TARGET_INNKEEPER_COORDINATES:
				case TARGET_TABLE_X_Y_Z_COORDINATES:
				case TARGET_CASTER_COORDINATES:
				case TARGET_SCRIPT_COORDINATES:
				case TARGET_CURRENT_ENEMY_COORDINATES:
				case TARGET_DUELVSPLAYER_COORDINATES:
					// need some target for processing
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				default:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				}
				break;
			case TARGET_CASTER_COORDINATES:
				switch (m_spellInfo->EffectImplicitTargetB[i])
				{
				case TARGET_ALL_ENEMY_IN_AREA:
					// Note: this hack with search required until GO casting not implemented
					// environment damage spells already have around enemies targeting but this not help in case nonexistent GO casting support
					// currently each enemy selected explicitly and self cast damage
					if (m_spellInfo->Effect[i] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE)
					{
						if (m_targets.getUnitTarget())
							tmpUnitLists[i /*==effToIndex[i]*/].push_back(m_targets.getUnitTarget());
					}
					else
					{
						SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
						SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					}
					break;
				case TARGET_NONE:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					tmpUnitLists[i /*==effToIndex[i]*/].push_back(m_caster);
					break;
				default:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				}
				break;
			case TARGET_TABLE_X_Y_Z_COORDINATES:
				switch (m_spellInfo->EffectImplicitTargetB[i])
				{
				case TARGET_NONE:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);

					// need some target for processing
					SetTargetMap(SpellEffectIndex(i), TARGET_EFFECT_SELECT, tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				case TARGET_AREAEFFECT_INSTANT:     // All 17/7 pairs used for dest teleportation, A processed in effect code
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				default:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				}
				break;
			case TARGET_DUELVSPLAYER_COORDINATES:
				switch (m_spellInfo->EffectImplicitTargetB[i])
				{
				case TARGET_NONE:
				case TARGET_EFFECT_SELECT:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					if (Unit* currentTarget = m_targets.getUnitTarget())
						tmpUnitLists[i /*==effToIndex[i]*/].push_back(currentTarget);
					break;
				default:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				}
				break;
			default:
				switch (m_spellInfo->EffectImplicitTargetB[i])
				{
				case TARGET_NONE:
				case TARGET_EFFECT_SELECT:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				case TARGET_SCRIPT_COORDINATES:     // B case filled in CheckCast but we need fill unit list base at A case
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				default:
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
					break;
				}
				break;
			}
		}

		if (m_caster->GetTypeId() == TYPEID_PLAYER)
		{
			Player* me = (Player*)m_caster;
			for (UnitList::const_iterator itr = tmpUnitLists[effToIndex[i]].begin(); itr != tmpUnitLists[effToIndex[i]].end(); ++itr)
			{
				Player* targetOwner = (*itr)->GetCharmerOrOwnerPlayerOrPlayerItself();
				if (targetOwner && targetOwner != me && targetOwner->IsPvP() && !me->IsInDuelWith(targetOwner))
				{
					me->UpdatePvP(true);
					me->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
					break;
				}
			}
		}

		for (UnitList::iterator itr = tmpUnitLists[effToIndex[i]].begin(); itr != tmpUnitLists[effToIndex[i]].end();)
		{
			if (!CheckTarget(*itr, SpellEffectIndex(i)))
			{
				itr = tmpUnitLists[effToIndex[i]].erase(itr);
				continue;
			}
			else
				++itr;
		}
		if (m_spellInfo->Id == 26052)
		{
			uint32 cont = 0;
			UnitDistance Standing;
			UnitDistanceStandingList AssistOrderList;
			for (UnitList::const_iterator iunit = tmpUnitLists[effToIndex[i]].begin(); iunit != tmpUnitLists[effToIndex[i]].end(); ++iunit)
			{
				Standing.pVictim = (*iunit);
				Standing.DistancePoints = m_caster->GetDistance2d((*iunit));
				AssistOrderList.push_back(Standing);
			}
			AssistOrderList.sort();
			for (UnitDistanceStandingList::iterator itr = AssistOrderList.begin(); itr != AssistOrderList.end(); ++itr)
			{
				if (!itr->pVictim && itr->pVictim->GetTypeId() != TYPEID_PLAYER)
					continue;

				++cont;
				if (cont > 15)
					continue;

				AddUnitTarget(itr->pVictim, SpellEffectIndex(i));
			}
			AssistOrderList.clear();
		}
		else
			if (m_spellInfo->Id == 14297)
			{
				for (UnitList::const_iterator iunit = tmpUnitLists[effToIndex[i]].begin(); iunit != tmpUnitLists[effToIndex[i]].end(); ++iunit)
				{
					if ((*iunit) && m_caster->GetDistance2d((*iunit)) >= 20.0f)
						AddUnitTarget((*iunit), SpellEffectIndex(i));
				}
			}
			else
				for (UnitList::const_iterator iunit = tmpUnitLists[effToIndex[i]].begin(); iunit != tmpUnitLists[effToIndex[i]].end(); ++iunit)
					AddUnitTarget((*iunit), SpellEffectIndex(i));
	}
}

void Spell::prepareDataForTriggerSystem()
{
	//==========================================================================================
	// Now fill data for trigger system, need know:
	// an spell trigger another or not ( m_canTrigger )
	// Create base triggers flags for Attacker and Victim ( m_procAttacker and  m_procVictim)
	//==========================================================================================
	// Fill flag can spell trigger or not
	// TODO: possible exist spell attribute for this
	m_canTrigger = false;

	if (m_CastItem)
		m_canTrigger = false;                               // Do not trigger from item cast spell
	else if (!m_IsTriggeredSpell)
		m_canTrigger = true;                                // Normal cast - can trigger
	else if (!m_triggeredByAuraSpell)
		m_canTrigger = true;                                // Triggered from SPELL_EFFECT_TRIGGER_SPELL - can trigger

	if (!m_canTrigger)                                      // Exceptions (some periodic triggers)
	{
		switch (m_spellInfo->SpellFamilyName)
		{
		case SPELLFAMILY_MAGE:
			// Arcane Missiles / Blizzard triggers need do it
			if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000000000200080)))
				m_canTrigger = true;
			break;
		case SPELLFAMILY_WARLOCK:
			// For Hellfire Effect / Rain of Fire / Seed of Corruption triggers need do it
			if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000800000000060)))
				m_canTrigger = true;
			break;
		case SPELLFAMILY_HUNTER:
			// Hunter Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura/Snake Trap Effect
			if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000200000000014)))
				m_canTrigger = true;
			break;
		case SPELLFAMILY_PALADIN:
			// For Holy Shock triggers need do it
			if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0001000000200000)))
				m_canTrigger = true;
			break;
		default:
			break;
		}
	}

	// Get data for type of attack and fill base info for trigger
	switch (m_spellInfo->DmgClass)
	{
	case SPELL_DAMAGE_CLASS_MELEE:
		m_procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT;
		if (m_attackType == OFF_ATTACK)
			m_procAttacker |= PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
		m_procVictim = PROC_FLAG_TAKEN_MELEE_SPELL_HIT;
		break;
	case SPELL_DAMAGE_CLASS_RANGED:
		// Auto attack
		if (m_spellInfo->HasAttribute(SPELL_ATTR_EX2_AUTOREPEAT_FLAG))
		{
			m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
			m_procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
		}
		else // Ranged spell attack
		{
			m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT;
			m_procVictim = PROC_FLAG_TAKEN_RANGED_SPELL_HIT;
		}
		break;
	default:
		if (IsPositiveSpell(m_spellInfo->Id))           // Check for positive spell
		{
			m_procAttacker = PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL;
			m_procVictim = PROC_FLAG_TAKEN_POSITIVE_SPELL;
		}
		else if (m_spellInfo->HasAttribute(SPELL_ATTR_EX2_AUTOREPEAT_FLAG))   // Wands auto attack
		{
			m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
			m_procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
		}
		else                                           // Negative spell
		{
			m_procAttacker = PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT;
			m_procVictim = PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT;
		}
		break;
	}

	// some negative spells have positive effects to another or same targets
	// avoid triggering negative hit for only positive targets
	m_negativeEffectMask = 0x0;
	for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
		if (!IsPositiveEffect(m_spellInfo, SpellEffectIndex(i)))
			m_negativeEffectMask |= (1 << i);

	// Hunter traps spells (for Entrapment trigger)
	// Gives your Immolation Trap, Frost Trap, Explosive Trap, and Snake Trap ....
	if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && m_spellInfo->SpellFamilyFlags & UI64LIT(0x000020000000001C))
		m_procAttacker |= PROC_FLAG_ON_TRAP_ACTIVATION;
}

void Spell::CleanupTargetList()
{
	m_UniqueTargetInfo.clear();
	m_UniqueGOTargetInfo.clear();
	m_UniqueItemInfo.clear();
	m_delayMoment = 0;
}

void Spell::AddUnitTarget(Unit* pVictim, SpellEffectIndex effIndex)
{
	if (m_spellInfo->Effect[effIndex] == 0)
		return;

	// Check for effect immune skip if immuned
	bool immuned = pVictim->IsImmuneToSpellEffect(m_spellInfo, effIndex, pVictim == m_caster);

	ObjectGuid targetGUID = pVictim->GetObjectGuid();

	// Lookup target in already in list
	for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if (targetGUID == ihit->targetGUID)                 // Found in list
		{
			if (!immuned)
				ihit->effectMask |= 1 << effIndex;          // Add only effect mask if not immuned
			return;
		}
	}

	// This is new target calculate data for him

	// Get spell hit result on target
	TargetInfo target;
	target.targetGUID = targetGUID;                         // Store target GUID
	target.effectMask = immuned ? 0 : (1 << effIndex);      // Store index of effect if not immuned
	target.processed = false;                              // Effects not applied on target

	// Calculate hit result
	target.missCondition = m_caster->SpellHitResult(pVictim, m_spellInfo, m_canReflect);

	// spell fly from visual cast object
	WorldObject* affectiveObject = GetAffectiveCasterObject();

	// Spell have speed (possible inherited from triggering spell) - need calculate incoming time
	float speed = m_spellInfo->speed == 0.0f && m_triggeredBySpellInfo ? m_triggeredBySpellInfo->speed : m_spellInfo->speed;
	if (speed > 0.0f && affectiveObject && (pVictim != affectiveObject || (m_targets.m_targetMask & (TARGET_FLAG_SOURCE_LOCATION | TARGET_FLAG_DEST_LOCATION))))
	{
		// calculate spell incoming interval
		float dist = 0.0f;                                  // distance to impact
		if (pVictim == affectiveObject)                     // Calculate dist to destination target also for self-cast spells
		{
			if (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
				dist = affectiveObject->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ);
			else                                            // Must have Source Target
				dist = affectiveObject->GetDistance(m_targets.m_srcX, m_targets.m_srcY, m_targets.m_srcZ);
		}
		else                                                // normal unit target, take distance
			dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());

		if (dist < 5.0f)
			dist = 5.0f;
		target.timeDelay = (uint64)floor(dist / speed * 1000.0f);

		// Calculate minimum incoming time
		if (m_delayMoment == 0 || m_delayMoment > target.timeDelay)
			m_delayMoment = target.timeDelay;
	}
	else
		target.timeDelay = UI64LIT(0);

	// If target reflect spell back to caster
	if (target.missCondition == SPELL_MISS_REFLECT)
	{
		// Calculate reflected spell result on caster
		target.reflectResult = m_caster->SpellHitResult(m_caster, m_spellInfo, m_canReflect);

		if (target.reflectResult == SPELL_MISS_REFLECT)     // Impossible reflect again, so simply deflect spell
			target.reflectResult = SPELL_MISS_PARRY;

		// Increase time interval for reflected spells by 1.5
		target.timeDelay += target.timeDelay >> 1;
	}
	else
		target.reflectResult = SPELL_MISS_NONE;

	// Add target to list
	m_UniqueTargetInfo.push_back(target);
}

void Spell::AddUnitTarget(ObjectGuid unitGuid, SpellEffectIndex effIndex)
{
	if (Unit* unit = m_caster->GetObjectGuid() == unitGuid ? m_caster : ObjectAccessor::GetUnit(*m_caster, unitGuid))
		AddUnitTarget(unit, effIndex);
}

void Spell::AddGOTarget(GameObject* pVictim, SpellEffectIndex effIndex)
{
	if (m_spellInfo->Effect[effIndex] == 0)
		return;

	ObjectGuid targetGUID = pVictim->GetObjectGuid();

	// Lookup target in already in list
	for (GOTargetList::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
	{
		if (targetGUID == ihit->targetGUID)                 // Found in list
		{
			ihit->effectMask |= (1 << effIndex);            // Add only effect mask
			return;
		}
	}

	// This is new target calculate data for him

	GOTargetInfo target;
	target.targetGUID = targetGUID;
	target.effectMask = (1 << effIndex);
	target.processed = false;                              // Effects not apply on target

	// spell fly from visual cast object
	WorldObject* affectiveObject = GetAffectiveCasterObject();

	// Spell can have speed - need calculate incoming time
	float speed = m_spellInfo->speed == 0.0f && m_triggeredBySpellInfo ? m_triggeredBySpellInfo->speed : m_spellInfo->speed;
	if (speed > 0.0f && affectiveObject && pVictim != affectiveObject)
	{
		// calculate spell incoming interval
		float dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
		if (dist < 5.0f)
			dist = 5.0f;
		target.timeDelay = (uint64)floor(dist / speed * 1000.0f);
		if (m_delayMoment == 0 || m_delayMoment > target.timeDelay)
			m_delayMoment = target.timeDelay;
	}
	else
		target.timeDelay = UI64LIT(0);

	// Add target to list
	m_UniqueGOTargetInfo.push_back(target);
}

void Spell::AddGOTarget(ObjectGuid goGuid, SpellEffectIndex effIndex)
{
	if (GameObject* go = m_caster->GetMap()->GetGameObject(goGuid))
		AddGOTarget(go, effIndex);
}

void Spell::AddItemTarget(Item* pitem, SpellEffectIndex effIndex)
{
	if (m_spellInfo->Effect[effIndex] == 0)
		return;

	// Lookup target in already in list
	for (ItemTargetList::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
	{
		if (pitem == ihit->item)                            // Found in list
		{
			ihit->effectMask |= (1 << effIndex);            // Add only effect mask
			return;
		}
	}

	// This is new target add data

	ItemTargetInfo target;
	target.item = pitem;
	target.effectMask = (1 << effIndex);
	m_UniqueItemInfo.push_back(target);
}

void Spell::DoAllEffectOnTarget(TargetInfo* target)
{
	if (target->processed)                                  // Check target
		return;
	target->processed = true;                               // Target checked in apply effects procedure

	// Get mask of effects for target
	uint32 mask = target->effectMask;

	Unit* unit = m_caster->GetObjectGuid() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
	if (!unit)
		return;

	// Get original caster (if exist) and calculate damage/healing from him data
	Unit* real_caster = GetAffectiveCaster();
	// FIXME: in case wild GO heal/damage spells will be used target bonuses
	Unit* caster = real_caster ? real_caster : m_caster;

	SpellMissInfo missInfo = target->missCondition;
	// Need init unitTarget by default unit (can changed in code on reflect)
	// Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
	unitTarget = unit;

	// Reset damage/healing counter
	ResetEffectDamageAndHeal();

	// Fill base trigger info
	uint32 procAttacker = m_procAttacker;
	uint32 procVictim = m_procVictim;
	uint32 procEx = PROC_EX_NONE;

	// drop proc flags in case target not affected negative effects in negative spell
	// for example caster bonus or animation,
	// except miss case where will assigned PROC_EX_* flags later
	if (((procAttacker | procVictim) & NEGATIVE_TRIGGER_MASK) &&
		!(target->effectMask & m_negativeEffectMask) && missInfo == SPELL_MISS_NONE)
	{
		procAttacker = PROC_FLAG_NONE;
		procVictim = PROC_FLAG_NONE;
	}

	float speed = m_spellInfo->speed == 0.0f && m_triggeredBySpellInfo ? m_triggeredBySpellInfo->speed : m_spellInfo->speed;
	if (speed > 0.0f)
	{
		// mark effects that were already handled in Spell::HandleDelayedSpellLaunch on spell launch as processed
		for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
			if (IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(i)))
				mask &= ~(1 << i);

		// maybe used in effects that are handled on hit
		m_damage += target->damage;
	}
	SpellMissInfo re_condition = unit->SpellHitResult(unit, m_spellInfo, m_canReflect);
	SpellMissInfo re_reflectInfo = m_caster->SpellHitResult(m_caster, m_spellInfo, m_canReflect);
	if (re_condition == SPELL_MISS_REFLECT)
		missInfo = SPELL_MISS_REFLECT;
	if (re_reflectInfo == SPELL_MISS_REFLECT)
	{
		target->reflectResult = SPELL_MISS_PARRY;
		ResetEffectDamageAndHeal();
	}
	if (missInfo == SPELL_MISS_NONE)                        // In case spell hit target, do all effect on that target
	{
		DoSpellHitOnUnit(unit, mask);
		if (m_damage > 0)
		{
			if (re_condition == SPELL_MISS_IMMUNE)
			{
				if (real_caster)
					real_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_IMMUNE);
				ResetEffectDamageAndHeal();
				target->missCondition = SPELL_MISS_IMMUNE;
			}
		}
	}
	else if (missInfo == SPELL_MISS_REFLECT)                // In case spell reflect from target, do all effect on caster (if hit)
	{
		if (target->reflectResult == SPELL_MISS_NONE)       // If reflected spell hit caster -> do all effect on him
		{
			DoSpellHitOnUnit(m_caster, mask, true);
			unitTarget = m_caster;
		}
	}
	else                                                    // in 1.12.1 we need explicit miss info
	{
		if (real_caster)
			real_caster->SendSpellMiss(unit, m_spellInfo->Id, missInfo);

		if (missInfo == SPELL_MISS_MISS || missInfo == SPELL_MISS_RESIST)
		{
			if (real_caster && real_caster != unit)
			{
				// can cause back attack (if detected)
				if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX3_NO_INITIAL_AGGRO) && !IsPositiveSpell(m_spellInfo->Id) &&
					m_caster->isVisibleForOrDetect(unit, unit, false))
				{
					if (!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
						((Creature*)unit)->AI()->AttackedBy(real_caster);

					unit->AddThreat(real_caster);
					unit->SetInCombatWith(real_caster);
					real_caster->SetInCombatWith(unit);
				}
			}
			if (IsChanneledSpell(m_spellInfo))
				cancel();
		}
	}

	// All calculated do it!
	// Do healing and triggers
	if (m_healing)
	{
		bool crit = real_caster && real_caster->IsSpellCrit(unitTarget, m_spellInfo, m_spellSchoolMask);
		uint32 addhealth = m_healing;
		if (crit)
		{
			procEx |= PROC_EX_CRITICAL_HIT;
			addhealth = caster->SpellCriticalHealingBonus(m_spellInfo, addhealth, NULL);
		}
		else
			procEx |= PROC_EX_NORMAL_HIT;

		// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
		if (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
		{
			// Some spell expected send main spell info to triggered system
			SpellEntry const* spellInfo = m_spellInfo;
			switch (m_spellInfo->Id)
			{
			case 19968:                                 // Holy Light triggered heal
			case 19993:                                 // Flash of Light triggered heal
			{
				// stored in unused spell effect basepoints in main spell code
				uint32 spellid = m_currentBasePoints[EFFECT_INDEX_1];
				spellInfo = sSpellStore.LookupEntry(spellid);
			}
			}

			caster->ProcDamageAndSpell(unitTarget, real_caster ? procAttacker : uint32(PROC_FLAG_NONE), procVictim, procEx, addhealth, m_attackType, spellInfo);
		}

		int32 gain = caster->DealHeal(unitTarget, addhealth, m_spellInfo, crit);

		if (real_caster)
			unitTarget->getHostileRefManager().threatAssist(real_caster, float(gain) * 0.5f * sSpellMgr.GetSpellThreatMultiplier(m_spellInfo), m_spellInfo);
	}
	// Do damage and triggers
	else if (m_damage)
	{
		// Fill base damage struct (unitTarget - is real spell target)
		SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, GetFirstSchoolInMask(m_spellSchoolMask));

		if (speed > 0.0f)
		{
			damageInfo.damage = m_damage;
			damageInfo.HitInfo = target->HitInfo;
		}
		// Add bonuses and fill damageInfo struct
		else
			caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);

		unitTarget->CalculateAbsorbResistBlock(caster, &damageInfo, m_spellInfo);

		if ((m_spellInfo->SpellFamilyName == SPELLFAMILY_ROGUE && m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000008)) || m_spellInfo->EffectApplyAuraName[1] == SPELL_AURA_MOD_STUN)
			caster->DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb, true);
		else
			caster->DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);

		// Send log damage message to client
		caster->SendSpellNonMeleeDamageLog(&damageInfo);

		procEx = createProcExtendMask(&damageInfo, missInfo);
		procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;

		if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR && m_spellInfo->SpellFamilyFlags & UI64LIT(0x20000000))
			m_caster->SetPower(POWER_RAGE, 0);

		// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
		if (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
			caster->ProcDamageAndSpell(unitTarget, real_caster ? procAttacker : uint32(PROC_FLAG_NONE), procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo);

		// trigger weapon enchants for weapon based spells; exclude spells that stop attack, because may break CC
		if (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON &&
			!m_spellInfo->HasAttribute(SPELL_ATTR_STOP_ATTACK_TARGET))
			((Player*)m_caster)->CastItemCombatSpell(unitTarget, m_attackType);

		caster->DealSpellDamage(&damageInfo, true);

		// Bloodthirst
		if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR && m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000002000000))
		{
			uint32 BTAura = 0;
			switch (m_spellInfo->Id)
			{
			case 23881: BTAura = 23885; break;
			case 23892: BTAura = 23886; break;
			case 23893: BTAura = 23887; break;
			case 23894: BTAura = 23888; break;
			default:
				sLog.outError("Spell::EffectSchoolDMG: Spell %u not handled in BTAura", m_spellInfo->Id);
				break;
			}
			if (BTAura)
				m_caster->CastSpell(m_caster, BTAura, true);
		}
	}
	// Passive spell hits/misses or active spells only misses (only triggers if proc flags set)
	else if (procAttacker || procVictim)
	{
		// Fill base damage struct (unitTarget - is real spell target)
		SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, GetFirstSchoolInMask(m_spellSchoolMask));
		procEx = createProcExtendMask(&damageInfo, missInfo);
		// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
		if (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
			caster->ProcDamageAndSpell(unit, real_caster ? procAttacker : uint32(PROC_FLAG_NONE), procVictim, procEx, 0, m_attackType, m_spellInfo);
	}

	// Call scripted function for AI if this spell is casted upon a creature
	if (unit->GetTypeId() == TYPEID_UNIT)
	{
		// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
		// ignore pets or autorepeat/melee casts for speed (not exist quest for spells (hm... )
		if (real_caster && !((Creature*)unit)->IsPet() && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
			if (Player* p = real_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
				p->RewardPlayerAndGroupAtCast(unit, m_spellInfo->Id);

		if (((Creature*)unit)->AI())
			((Creature*)unit)->AI()->SpellHit(m_caster, m_spellInfo);
	}

	// Call scripted function for AI if this spell is casted by a creature
	if (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->AI())
		((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
	if (real_caster && real_caster != m_caster && real_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)real_caster)->AI())
		((Creature*)real_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
}

void Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool isReflected)
{
	if (!unit || !effectMask)
		return;

	Unit* realCaster = GetAffectiveCaster();

	// Recheck immune (only for delayed spells)
	float speed = m_spellInfo->speed == 0.0f && m_triggeredBySpellInfo ? m_triggeredBySpellInfo->speed : m_spellInfo->speed;
	if (speed && (
		unit->IsImmunedToDamage(GetSpellSchoolMask(m_spellInfo)) ||
		unit->IsImmuneToSpell(m_spellInfo, unit == realCaster)))
	{
		if (realCaster)
			realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_IMMUNE);

		ResetEffectDamageAndHeal();
		return;
	}

	if (realCaster && realCaster != unit)
	{
		// Recheck  UNIT_FLAG_NON_ATTACKABLE for delayed spells
		if (speed > 0.0f &&
			unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE) &&
			unit->GetCharmerOrOwnerGuid() != m_caster->GetObjectGuid())
		{
			realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
			ResetEffectDamageAndHeal();
			return;
		}

		if (!realCaster->IsFriendlyTo(unit))
		{
			// for delayed spells ignore not visible explicit target
			if (speed > 0.0f && unit == m_targets.getUnitTarget() &&
				!unit->isVisibleForOrDetect(m_caster, m_caster, false))
			{
				realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
				ResetEffectDamageAndHeal();
				return;
			}

			// not break stealth by cast targeting
			if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX_NOT_BREAK_STEALTH))
				unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);

			// can cause back attack (if detected), stealth removed at Spell::cast if spell break it
			if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX3_NO_INITIAL_AGGRO) && !IsPositiveSpell(m_spellInfo->Id) &&
				m_caster->isVisibleForOrDetect(unit, unit, false))
			{
				// use speedup check to avoid re-remove after above lines
				if (m_spellInfo->HasAttribute(SPELL_ATTR_EX_NOT_BREAK_STEALTH))
					unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);

				// caster can be detected but have stealth aura
				m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);

				if (!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
					unit->SetStandState(UNIT_STAND_STATE_STAND);

				if (!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
					unit->AttackedBy(realCaster);

				unit->AddThreat(realCaster);
				unit->SetInCombatWith(realCaster);
				realCaster->SetInCombatWith(unit);

				if (Player* attackedPlayer = unit->GetCharmerOrOwnerPlayerOrPlayerItself())
					realCaster->SetContestedPvP(attackedPlayer);
			}
		}
		else
		{
			// for delayed spells ignore negative spells (after duel end) for friendly targets
			if (speed > 0.0f && !IsPositiveSpell(m_spellInfo->Id))
			{
				realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
				ResetEffectDamageAndHeal();
				return;
			}

			// assisting case, healing and resurrection
			if (unit->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
				realCaster->SetContestedPvP();

			if (unit->isInCombat() && !m_spellInfo->HasAttribute(SPELL_ATTR_EX3_NO_INITIAL_AGGRO))
			{
				realCaster->SetInCombatState(unit->GetCombatTimer() > 0);
				unit->getHostileRefManager().threatAssist(realCaster, 0.0f, m_spellInfo);
			}
		}
	}

	// Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add
	m_diminishGroup = GetDiminishingReturnsGroupForSpell(m_spellInfo, m_triggeredByAuraSpell);
	m_diminishLevel = unit->GetDiminishing(m_diminishGroup);
	// Increase Diminishing on unit, current informations for actually casts will use values above
	if ((GetDiminishingReturnsGroupType(m_diminishGroup) == DRTYPE_PLAYER && unit->GetTypeId() == TYPEID_PLAYER) ||
		GetDiminishingReturnsGroupType(m_diminishGroup) == DRTYPE_ALL)
		unit->IncrDiminishing(m_diminishGroup);

	// Apply additional spell effects to target
	CastPreCastSpells(unit);

	if (IsSpellAppliesAura(m_spellInfo, effectMask))
	{
		m_spellAuraHolder = CreateSpellAuraHolder(m_spellInfo, unit, realCaster, m_CastItem);
		m_spellAuraHolder->setDiminishGroup(m_diminishGroup);
	}
	else
		m_spellAuraHolder = NULL;

	for (int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
	{
		if (effectMask & (1 << effectNumber))
		{
			HandleEffects(unit, NULL, NULL, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
			if (m_applyMultiplierMask & (1 << effectNumber))
			{
				// Get multiplier
				float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
				// Apply multiplier mods
				if (realCaster)
					if (Player* modOwner = realCaster->GetSpellModOwner())
						modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier, this);
				m_damageMultipliers[effectNumber] *= multiplier;
			}
		}
	}

	// now apply all created auras
	if (m_spellAuraHolder)
	{
		// normally shouldn't happen
		if (!m_spellAuraHolder->IsEmptyHolder())
		{
			int32 duration = m_spellAuraHolder->GetAuraMaxDuration();
			int32 originalDuration = duration;

			if (duration > 0)
			{
				if (m_caster->GetTypeId() == TYPEID_PLAYER)
					unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_caster, m_diminishLevel, isReflected, m_spellInfo);
				else
					if (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->IsPet())
					{
						Unit* pVictim = m_caster->GetCharmerOrOwner();
						if (pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
							unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_caster, m_diminishLevel, isReflected, m_spellInfo);
					}

				// Fully diminished
				if (duration == 0)
				{
					delete m_spellAuraHolder;
					return;
				}
			}

			if (unit && realCaster && realCaster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->IsFitToFamily(SPELLFAMILY_PRIEST, UI64LIT(0x0000000000020000)) && realCaster != unit)
				duration = CalculateKongzhiTimeByResist(realCaster, unit, duration);

			if (duration != originalDuration)
			{
				m_spellAuraHolder->SetAuraMaxDuration(duration);
				m_spellAuraHolder->SetAuraDuration(duration);
			}

			unit->AddSpellAuraHolder(m_spellAuraHolder);
		}
		else
			delete m_spellAuraHolder;
	}
}

void Spell::DoAllEffectOnTarget(GOTargetInfo* target)
{
	if (target->processed)                                  // Check target
		return;
	target->processed = true;                               // Target checked in apply effects procedure

	uint32 effectMask = target->effectMask;
	if (!effectMask)
		return;

	GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID);
	if (!go)
		return;

	for (int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			HandleEffects(NULL, NULL, go, SpellEffectIndex(effectNumber));

	// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
	// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
	if (!IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
	{
		if (Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
			p->RewardPlayerAndGroupAtCast(go, m_spellInfo->Id);
	}
}

void Spell::DoAllEffectOnTarget(ItemTargetInfo* target)
{
	uint32 effectMask = target->effectMask;
	if (!target->item || !effectMask)
		return;

	for (int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
		if (effectMask & (1 << effectNumber))
			HandleEffects(NULL, target->item, NULL, SpellEffectIndex(effectNumber));
}

void Spell::HandleDelayedSpellLaunch(TargetInfo* target)
{
	// Get mask of effects for target
	uint32 mask = target->effectMask;

	Unit* unit = m_caster->GetObjectGuid() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
	if (!unit)
		return;

	// Get original caster (if exist) and calculate damage/healing from him data
	Unit* real_caster = GetAffectiveCaster();
	// FIXME: in case wild GO heal/damage spells will be used target bonuses
	Unit* caster = real_caster ? real_caster : m_caster;

	SpellMissInfo missInfo = target->missCondition;
	// Need init unitTarget by default unit (can changed in code on reflect)
	// Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
	unitTarget = unit;

	// Reset damage/healing counter
	m_damage = 0;
	m_healing = 0; // healing maybe not needed at this point

	// Fill base damage struct (unitTarget - is real spell target)
	SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, GetFirstSchoolInMask(m_spellSchoolMask));

	// keep damage amount for reflected spells
	if (missInfo == SPELL_MISS_NONE || (missInfo == SPELL_MISS_REFLECT && target->reflectResult == SPELL_MISS_NONE))
	{
		for (int32 effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
		{
			if (mask & (1 << effectNumber) && IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(effectNumber)))
			{
				HandleEffects(unit, NULL, NULL, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
				if (m_applyMultiplierMask & (1 << effectNumber))
				{
					// Get multiplier
					float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
					// Apply multiplier mods
					if (real_caster)
						if (Player* modOwner = real_caster->GetSpellModOwner())
							modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier, this);
					m_damageMultipliers[effectNumber] *= multiplier;
				}
			}
		}

		if (m_damage > 0)
			caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
	}

	target->damage = damageInfo.damage;
	target->HitInfo = damageInfo.HitInfo;
}

void Spell::InitializeDamageMultipliers()
{
	for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
	{
		if (m_spellInfo->Effect[i] == 0)
			continue;

		uint32 EffectChainTarget = m_spellInfo->EffectChainTarget[i];
		if (Unit* realCaster = GetAffectiveCaster())
			if (Player* modOwner = realCaster->GetSpellModOwner())
				modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, EffectChainTarget, this);

		m_damageMultipliers[i] = 1.0f;
		if ((m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_DAMAGE || m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_HEAL) &&
			(EffectChainTarget > 1))
			m_applyMultiplierMask |= (1 << i);
	}
}

bool Spell::IsAliveUnitPresentInTargetList()
{
	// Not need check return true
	if (m_needAliveTargetMask == 0)
		return true;

	uint8 needAliveTargetMask = m_needAliveTargetMask;

	for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if (ihit->missCondition == SPELL_MISS_NONE && (needAliveTargetMask & ihit->effectMask))
		{
			Unit* unit = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);

			// either unit is alive and normal spell, or unit dead and deathonly-spell
			if (unit && (unit->isAlive() != IsDeathOnlySpell(m_spellInfo)))
				needAliveTargetMask &= ~ihit->effectMask;   // remove from need alive mask effect that have alive target
		}
	}

	// is all effects from m_needAliveTargetMask have alive targets
	return needAliveTargetMask == 0;
}

// Helper for Chain Healing
// Spell target first
// Raidmates then descending by injury suffered (MaxHealth - Health)
// Other players/mobs then descending by injury suffered (MaxHealth - Health)
struct ChainHealingOrder : public std::binary_function<const Unit*, const Unit*, bool>
{
	const Unit* MainTarget;
	ChainHealingOrder(Unit const* Target) : MainTarget(Target) {};
	// functor for operator ">"
	bool operator()(Unit const* _Left, Unit const* _Right) const
	{
		return (ChainHealingHash(_Left) < ChainHealingHash(_Right));
	}
	int32 ChainHealingHash(Unit const* Target) const
	{
		if (Target == MainTarget)
			return 0;
		else if (Target->GetTypeId() == TYPEID_PLAYER && MainTarget->GetTypeId() == TYPEID_PLAYER &&
			((Player const*)Target)->IsInSameRaidWith((Player const*)MainTarget))
		{
			if (Target->GetHealth() == Target->GetMaxHealth())
				return 40000;
			else
				return 20000 - Target->GetMaxHealth() + Target->GetHealth();
		}
		else
			return 40000 - Target->GetMaxHealth() + Target->GetHealth();
	}
};

class ChainHealingFullHealth : std::unary_function<const Unit*, bool>
{
public:
	const Unit* MainTarget;
	ChainHealingFullHealth(const Unit* Target) : MainTarget(Target) {};

	bool operator()(const Unit* Target)
	{
		return (Target != MainTarget && Target->GetHealth() == Target->GetMaxHealth());
	}
};

// Helper for targets nearest to the spell target
// The spell target is always first unless there is a target at _completely_ the same position (unbelievable case)
struct TargetDistanceOrderNear : public std::binary_function<const Unit, const Unit, bool>
{
	const Unit* MainTarget;
	TargetDistanceOrderNear(const Unit* Target) : MainTarget(Target) {};
	// functor for operator ">"
	bool operator()(const Unit* _Left, const Unit* _Right) const
	{
		return MainTarget->GetDistanceOrder(_Left, _Right);
	}
};

void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& targetUnitMap)
{
	float radius;
	uint32 EffectChainTarget = m_spellInfo->EffectChainTarget[effIndex];
	uint32 unMaxTargets = m_spellInfo->MaxAffectedTargets;  // Get spell max affected targets

	GetSpellRangeAndRadius(effIndex, radius, EffectChainTarget, unMaxTargets);

	std::list<GameObject*> tempTargetGOList;

	switch (targetMode)
	{
	case TARGET_TOTEM_EARTH:
	case TARGET_TOTEM_WATER:
	case TARGET_TOTEM_AIR:
	case TARGET_TOTEM_FIRE:
	{
		float angle = m_caster->GetOrientation();
		switch (targetMode)
		{
		case TARGET_TOTEM_FIRE:  angle += M_PI_F * 0.25f; break;            // front - left
		case TARGET_TOTEM_AIR:   angle += M_PI_F * 0.75f; break;            // back  - left
		case TARGET_TOTEM_WATER: angle += M_PI_F * 1.25f; break;            // back  - right
		case TARGET_TOTEM_EARTH: angle += M_PI_F * 1.75f; break;            // front - right
		}

		float x, y;
		float z = m_caster->GetPositionZ();
		// Do not search for a free spot. TODO: Should there be searched for a free spot. There was once a discussion that in case this space was impossible (LOS) m_caster's position should be used.
		// TODO Bring this back to memory and search for it!
		m_caster->GetNearPoint2D(x, y, radius, angle);
		m_caster->UpdateAllowedPositionZ(x, y, z);
		m_targets.setDestination(x, y, z);

		// Add Summoner
		targetUnitMap.push_back(m_caster);
		break;
	}
	case TARGET_SELF:
		targetUnitMap.push_back(m_caster);
		break;
	case TARGET_RANDOM_ENEMY_CHAIN_IN_AREA:
	case TARGET_RANDOM_FRIEND_CHAIN_IN_AREA:
	case TARGET_RANDOM_UNIT_CHAIN_IN_AREA:
	{
		m_targets.m_targetMask = 0;
		unMaxTargets = EffectChainTarget;
		float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;

		UnitList tempTargetUnitMap;

		switch (targetMode)
		{
		case TARGET_RANDOM_ENEMY_CHAIN_IN_AREA:
		{
			MaNGOS::AnyAoETargetUnitInObjectRangeCheck u_check(m_caster, max_range);
			MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
			Cell::VisitAllObjects(m_caster, searcher, max_range);
			break;
		}
		case TARGET_RANDOM_FRIEND_CHAIN_IN_AREA:
		{
			MaNGOS::AnyFriendlyUnitInObjectRangeCheck u_check(m_caster, max_range);
			MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
			Cell::VisitAllObjects(m_caster, searcher, max_range);
			break;
		}
		case TARGET_RANDOM_UNIT_CHAIN_IN_AREA:
		{
			MaNGOS::AnyUnitInObjectRangeCheck u_check(m_caster, max_range);
			MaNGOS::UnitListSearcher<MaNGOS::AnyUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
			Cell::VisitAllObjects(m_caster, searcher, max_range);
			break;
		}
		}

		if (tempTargetUnitMap.empty())
			break;

		tempTargetUnitMap.sort(TargetDistanceOrderNear(m_caster));

		// Now to get us a random target that's in the initial range of the spell
		uint32 t = 0;
		UnitList::iterator itr = tempTargetUnitMap.begin();
		while (itr != tempTargetUnitMap.end() && (*itr)->IsWithinDist(m_caster, radius))
			++t, ++itr;

		if (!t)
			break;

		itr = tempTargetUnitMap.begin();
		std::advance(itr, rand() % t);
		Unit* pUnitTarget = *itr;
		targetUnitMap.push_back(pUnitTarget);

		tempTargetUnitMap.erase(itr);

		tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));

		t = unMaxTargets - 1;
		Unit* prev = pUnitTarget;
		UnitList::iterator next = tempTargetUnitMap.begin();

		while (t && next != tempTargetUnitMap.end())
		{
			if (!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
				break;

			if (!prev->IsWithinLOSInMap(*next))
			{
				++next;
				continue;
			}
			prev = *next;
			targetUnitMap.push_back(prev);
			tempTargetUnitMap.erase(next);
			tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
			next = tempTargetUnitMap.begin();
			--t;
		}
		break;
	}
	case TARGET_PET:
	{
		Pet* tmpUnit = m_caster->GetPet();
		if (!tmpUnit) break;
		targetUnitMap.push_back(tmpUnit);
		break;
	}
	case TARGET_CHAIN_DAMAGE:
	{
		if (EffectChainTarget <= 1)
		{
			if (m_caster->GetTypeId() == TYPEID_PLAYER && (m_spellInfo->Id == 5019 || m_spellInfo->Id == 75))
			{
				Unit* target = ObjectAccessor::Instance().GetUnit(*m_caster, ((Player*)m_caster)->GetSelectionGuid());

				if (target && target != m_caster && !m_caster->IsFriendlyTo(target) && target->isTargetableForAttack())
				{
					SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
					float max_range = GetSpellMaxRange(srange) + 1.25f;
					float dist = m_caster->GetCombatDistance(target, m_spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
					if (dist <= max_range)
					{

						m_targets.setUnitTarget(target);
						targetUnitMap.push_back(target);
					}
					else
					{
						if (Unit* pUnitTarget = m_caster->SelectMagnetTarget(m_targets.getUnitTarget(), this, effIndex))
						{
							m_targets.setUnitTarget(pUnitTarget);
							targetUnitMap.push_back(pUnitTarget);
						}
					}
				}
			}
			else
			{
				if (Unit* pUnitTarget = m_caster->SelectMagnetTarget(m_targets.getUnitTarget(), this, effIndex))
				{
					m_targets.setUnitTarget(pUnitTarget);
					targetUnitMap.push_back(pUnitTarget);
				}
			}
		}
		else
		{
			Unit* pUnitTarget = m_targets.getUnitTarget();
			WorldObject* originalCaster = GetAffectiveCasterObject();
			if (!pUnitTarget || !originalCaster)
				break;

			unMaxTargets = EffectChainTarget;

			float max_range;
			if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE)
				max_range = radius;
			else
				// FIXME: This very like horrible hack and wrong for most spells
				max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;

			UnitList tempTargetUnitMap;
			{
				MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck u_check(pUnitTarget, originalCaster, max_range);
				MaNGOS::UnitListSearcher<MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
				Cell::VisitAllObjects(m_caster, searcher, max_range);
			}

			if (tempTargetUnitMap.empty())
				break;

			tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));

			if (*tempTargetUnitMap.begin() == pUnitTarget)
				tempTargetUnitMap.erase(tempTargetUnitMap.begin());

			targetUnitMap.push_back(pUnitTarget);
			uint32 t = unMaxTargets - 1;
			Unit* prev = pUnitTarget;
			UnitList::iterator next = tempTargetUnitMap.begin();

			while (t && next != tempTargetUnitMap.end())
			{
				if (!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
					break;

				if (!prev->IsWithinLOSInMap(*next))
				{
					++next;
					continue;
				}

				prev = *next;
				targetUnitMap.push_back(prev);
				tempTargetUnitMap.erase(next);
				tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
				next = tempTargetUnitMap.begin();

				--t;
			}
		}
		break;
	}
	case TARGET_ALL_ENEMY_IN_AREA:
		FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
		break;
	case TARGET_AREAEFFECT_INSTANT:
	{
		SpellTargets targetB = SPELL_TARGETS_AOE_DAMAGE;
		switch (m_spellInfo->Effect[effIndex])
		{
		case SPELL_EFFECT_QUEST_COMPLETE:
			targetB = SPELL_TARGETS_ALL;
			break;
		default:
			// Select friendly targets for positive effect
			if (IsPositiveEffect(m_spellInfo, effIndex))
				targetB = SPELL_TARGETS_FRIENDLY;
			break;
		}

		UnitList tempTargetUnitMap;
		SQLMultiStorage::SQLMSIteratorBounds<SpellTargetEntry> bounds = sSpellScriptTargetStorage.getBounds<SpellTargetEntry>(m_spellInfo->Id);

		// fill real target list if no spell script target defined
		FillAreaTargets(bounds.first != bounds.second ? tempTargetUnitMap : targetUnitMap,
			radius, PUSH_DEST_CENTER, bounds.first != bounds.second ? SPELL_TARGETS_ALL : targetB);

		if (!tempTargetUnitMap.empty())
		{
			for (UnitList::const_iterator iter = tempTargetUnitMap.begin(); iter != tempTargetUnitMap.end(); ++iter)
			{
				if ((*iter)->GetTypeId() != TYPEID_UNIT)
					continue;

				for (SQLMultiStorage::SQLMultiSIterator<SpellTargetEntry> i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
				{
					if (i_spellST->CanNotHitWithSpellEffect(effIndex))
						continue;

					// only creature entries supported for this target type
					if (i_spellST->type == SPELL_TARGET_TYPE_GAMEOBJECT)
						continue;

					if ((*iter)->GetEntry() == i_spellST->targetEntry)
					{
						if (i_spellST->type == SPELL_TARGET_TYPE_DEAD && ((Creature*)(*iter))->IsCorpse())
						{
							targetUnitMap.push_back((*iter));
						}
						else if (i_spellST->type == SPELL_TARGET_TYPE_CREATURE && (*iter)->isAlive())
						{
							targetUnitMap.push_back((*iter));
						}

						break;
					}
				}
			}
		}

		// exclude caster
		targetUnitMap.remove(m_caster);
		break;
	}
	case TARGET_AREAEFFECT_CUSTOM:
	{
		if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
			break;
		else if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_SUMMON)
		{
			targetUnitMap.push_back(m_caster);
			break;
		}

		UnitList tempTargetUnitMap;
		SQLMultiStorage::SQLMSIteratorBounds<SpellTargetEntry> bounds = sSpellScriptTargetStorage.getBounds<SpellTargetEntry>(m_spellInfo->Id);
		// fill real target list if no spell script target defined
		FillAreaTargets(bounds.first != bounds.second ? tempTargetUnitMap : targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_ALL);

		if (!tempTargetUnitMap.empty())
		{
			for (UnitList::const_iterator iter = tempTargetUnitMap.begin(); iter != tempTargetUnitMap.end(); ++iter)
			{
				if ((*iter)->GetTypeId() != TYPEID_UNIT)
					continue;

				for (SQLMultiStorage::SQLMultiSIterator<SpellTargetEntry> i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
				{
					if (i_spellST->CanNotHitWithSpellEffect(effIndex))
						continue;

					// only creature entries supported for this target type
					if (i_spellST->type == SPELL_TARGET_TYPE_GAMEOBJECT)
						continue;

					if ((*iter)->GetEntry() == i_spellST->targetEntry)
					{
						if (i_spellST->type == SPELL_TARGET_TYPE_DEAD && ((Creature*)(*iter))->IsCorpse())
						{
							targetUnitMap.push_back((*iter));
						}
						else if (i_spellST->type == SPELL_TARGET_TYPE_CREATURE && (*iter)->isAlive())
						{
							targetUnitMap.push_back((*iter));
						}

						break;
					}
				}
			}
		}
		else
		{
			// remove not targetable units if spell has no script targets
			for (UnitList::iterator itr = targetUnitMap.begin(); itr != targetUnitMap.end();)
			{
				if (!(*itr)->isTargetableForAttack(m_spellInfo->HasAttribute(SPELL_ATTR_EX3_CAST_ON_DEAD)))
					targetUnitMap.erase(itr++);
				else
					++itr;
			}
		}
		break;
	}
	case TARGET_AREAEFFECT_GO_AROUND_SOURCE:
	case TARGET_AREAEFFECT_GO_AROUND_DEST:
	{
		float x, y, z;
		if (targetMode == TARGET_AREAEFFECT_GO_AROUND_SOURCE)
		{
			if (m_targets.m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
				m_targets.getSource(x, y, z);
			else
				m_caster->GetPosition(x, y, z);
		}
		else
			m_targets.getDestination(x, y, z);

		// It may be possible to fill targets for some spell effects
		// automatically (SPELL_EFFECT_WMO_REPAIR(88) for example) but
		// for some/most spells we clearly need/want to limit with spell_target_script

		// Some spells untested, for affected GO type 33. May need further adjustments for spells related.

		SQLMultiStorage::SQLMSIteratorBounds<SpellTargetEntry> bounds = sSpellScriptTargetStorage.getBounds<SpellTargetEntry>(m_spellInfo->Id);
		for (SQLMultiStorage::SQLMultiSIterator<SpellTargetEntry> i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
		{
			if (i_spellST->CanNotHitWithSpellEffect(effIndex))
				continue;

			if (i_spellST->type == SPELL_TARGET_TYPE_GAMEOBJECT)
			{
				// search all GO's with entry, within range of m_destN
				MaNGOS::GameObjectEntryInPosRangeCheck go_check(*m_caster, i_spellST->targetEntry, x, y, z, radius);
				MaNGOS::GameObjectListSearcher<MaNGOS::GameObjectEntryInPosRangeCheck> checker(tempTargetGOList, go_check);
				Cell::VisitGridObjects(m_caster, checker, radius);
			}
		}

		break;
	}
	case TARGET_ALL_ENEMY_IN_AREA_INSTANT:
	{
		// targets the ground, not the units in the area
		switch (m_spellInfo->Effect[effIndex])
		{
		case SPELL_EFFECT_PERSISTENT_AREA_AURA:
			break;
		case SPELL_EFFECT_SUMMON:
			targetUnitMap.push_back(m_caster);
			break;
		default:
			FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
			break;
		}
		break;
	}
	case TARGET_DUELVSPLAYER_COORDINATES:
	{
		if (Unit* currentTarget = m_targets.getUnitTarget())
			m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
		break;
	}
	case TARGET_ALL_PARTY_AROUND_CASTER:
	case TARGET_ALL_PARTY_AROUND_CASTER_2:
	case TARGET_ALL_PARTY:
	{
		FillRaidOrPartyTargets(targetUnitMap, m_caster, radius, false, true, true);
		break;
	}
	case TARGET_ALL_RAID_AROUND_CASTER:
	{
		FillRaidOrPartyTargets(targetUnitMap, m_caster, radius, true, true, false);
		break;
	}
	case TARGET_SINGLE_FRIEND:
	case TARGET_SINGLE_FRIEND_2:
		if (m_targets.getUnitTarget())
			targetUnitMap.push_back(m_targets.getUnitTarget());
		break;
	case TARGET_CASTER_COORDINATES:
	{
		// Check original caster is GO - set its coordinates as src cast
		if (WorldObject* caster = GetCastingObject())
			m_targets.setSource(caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ());
		break;
	}
	case TARGET_ALL_HOSTILE_UNITS_AROUND_CASTER:
		FillAreaTargets(targetUnitMap, radius, PUSH_SELF_CENTER, SPELL_TARGETS_HOSTILE);
		break;
	case TARGET_ALL_FRIENDLY_UNITS_AROUND_CASTER:
		// selected friendly units (for casting objects) around casting object
		FillAreaTargets(targetUnitMap, radius, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY, GetCastingObject());
		break;
	case TARGET_ALL_FRIENDLY_UNITS_IN_AREA:
		FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_FRIENDLY);
		break;
		// TARGET_SINGLE_PARTY means that the spells can only be casted on a party member and not on the caster (some seals, fire shield from imp, etc..)
	case TARGET_SINGLE_PARTY:
	{
		Unit* target = m_targets.getUnitTarget();
		// Those spells apparently can't be casted on the caster.
		if (target && target != m_caster)
		{
			// Can only be casted on group's members or its pets
			Group*  pGroup = NULL;

			Unit* owner = m_caster->GetCharmerOrOwner();
			Unit* targetOwner = target->GetCharmerOrOwner();
			if (owner)
			{
				if (owner->GetTypeId() == TYPEID_PLAYER)
				{
					if (target == owner)
					{
						targetUnitMap.push_back(target);
						break;
					}
					pGroup = ((Player*)owner)->GetGroup();
				}
			}
			else if (m_caster->GetTypeId() == TYPEID_PLAYER)
			{
				if (targetOwner == m_caster && target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsPet())
				{
					targetUnitMap.push_back(target);
					break;
				}
				pGroup = ((Player*)m_caster)->GetGroup();
			}

			if (pGroup)
			{
				// Our target can also be a player's pet who's grouped with us or our pet. But can't be controlled player
				if (targetOwner)
				{
					if (targetOwner->GetTypeId() == TYPEID_PLAYER &&
						target->GetTypeId() == TYPEID_UNIT && (((Creature*)target)->IsPet()) &&
						target->GetOwnerGuid() == targetOwner->GetObjectGuid() &&
						pGroup->IsMember(((Player*)targetOwner)->GetObjectGuid()))
					{
						targetUnitMap.push_back(target);
					}
				}
				// 1Our target can be a player who is on our group
				else if (target->GetTypeId() == TYPEID_PLAYER && pGroup->IsMember(((Player*)target)->GetObjectGuid()))
				{
					targetUnitMap.push_back(target);
				}
			}
		}
		break;
	}
	case TARGET_GAMEOBJECT:
		if (m_targets.getGOTarget())
			AddGOTarget(m_targets.getGOTarget(), effIndex);
		break;
	case TARGET_IN_FRONT_OF_CASTER:
	{
		SpellNotifyPushType pushType = PUSH_IN_FRONT;
		switch (m_spellInfo->SpellVisual)            // Some spell require a different target fill
		{
		case 3879: pushType = PUSH_IN_BACK;     break;
		case 7441: pushType = PUSH_IN_FRONT_15; break;
			//case 7619: pushType = PUSH_IN_FRONT_30; break;
		}
		FillAreaTargets(targetUnitMap, radius, pushType, SPELL_TARGETS_AOE_DAMAGE);
		break;
	}
	case TARGET_LARGE_FRONTAL_CONE:
		FillAreaTargets(targetUnitMap, radius, PUSH_IN_FRONT_90, SPELL_TARGETS_AOE_DAMAGE);
		break;
	case TARGET_NARROW_FRONTAL_CONE:
	{
		SpellTargets targetB = SPELL_TARGETS_AOE_DAMAGE;

		if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_SCRIPT_EFFECT)
			targetB = SPELL_TARGETS_ALL;

		UnitList tempTargetUnitMap;
		SQLMultiStorage::SQLMSIteratorBounds<SpellTargetEntry> bounds = sSpellScriptTargetStorage.getBounds<SpellTargetEntry>(m_spellInfo->Id);

		// fill real target list if no spell script target defined
		FillAreaTargets(bounds.first != bounds.second ? tempTargetUnitMap : targetUnitMap,
			radius, PUSH_IN_FRONT_15, bounds.first != bounds.second ? SPELL_TARGETS_ALL : targetB);

		if (!tempTargetUnitMap.empty())
		{
			for (UnitList::const_iterator iter = tempTargetUnitMap.begin(); iter != tempTargetUnitMap.end(); ++iter)
			{
				if ((*iter)->GetTypeId() != TYPEID_UNIT)
					continue;

				for (SQLMultiStorage::SQLMultiSIterator<SpellTargetEntry> i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
				{
					if (i_spellST->CanNotHitWithSpellEffect(effIndex))
						continue;

					// only creature entries supported for this target type
					if (i_spellST->type == SPELL_TARGET_TYPE_GAMEOBJECT)
						continue;

					if ((*iter)->GetEntry() == i_spellST->targetEntry)
					{
						if (i_spellST->type == SPELL_TARGET_TYPE_DEAD && ((Creature*)(*iter))->IsCorpse())
						{
							targetUnitMap.push_back((*iter));
						}
						else if (i_spellST->type == SPELL_TARGET_TYPE_CREATURE && (*iter)->isAlive())
						{
							targetUnitMap.push_back((*iter));
						}
						break;
					}
				}
			}
		}
		break;
	}
	case TARGET_DUELVSPLAYER:
	{
		if (Unit* target = m_targets.getUnitTarget())
		{
			if (m_caster->IsFriendlyTo(target))
			{
				targetUnitMap.push_back(target);
			}
			else
			{
				if (Unit* pUnitTarget = m_caster->SelectMagnetTarget(target, this, effIndex))
				{
					if (target != pUnitTarget)
						m_targets.setUnitTarget(pUnitTarget);

					targetUnitMap.push_back(pUnitTarget);
				}
			}
		}
		break;
	}
	case TARGET_GAMEOBJECT_ITEM:
		if (m_targets.getGOTargetGuid())
			AddGOTarget(m_targets.getGOTarget(), effIndex);
		else if (m_targets.getItemTarget())
			AddItemTarget(m_targets.getItemTarget(), effIndex);
		break;
	case TARGET_MASTER:
		if (Unit* owner = m_caster->GetCharmerOrOwner())
			targetUnitMap.push_back(owner);
		break;
	case TARGET_ALL_ENEMY_IN_AREA_CHANNELED:
		// targets the ground, not the units in the area
		if (m_spellInfo->Effect[effIndex] != SPELL_EFFECT_PERSISTENT_AREA_AURA)
			FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
		break;
	case TARGET_MINION:
		if (m_spellInfo->Effect[effIndex] != SPELL_EFFECT_DUEL)
			targetUnitMap.push_back(m_caster);
		break;
	case TARGET_AREAEFFECT_PARTY:
	{
		Unit* owner = m_caster->GetCharmerOrOwner();
		Player* pTarget = NULL;

		if (owner)
		{
			targetUnitMap.push_back(m_caster);
			if (owner->GetTypeId() == TYPEID_PLAYER)
				pTarget = (Player*)owner;
		}
		else if (m_caster->GetTypeId() == TYPEID_PLAYER)
		{
			if (Unit* target = m_targets.getUnitTarget())
			{
				if (target->GetTypeId() != TYPEID_PLAYER)
				{
					if (((Creature*)target)->IsPet())
					{
						Unit* targetOwner = target->GetOwner();
						if (targetOwner->GetTypeId() == TYPEID_PLAYER)
							pTarget = (Player*)targetOwner;
					}
				}
				else
					pTarget = (Player*)target;
			}
		}

		Group* pGroup = pTarget ? pTarget->GetGroup() : NULL;

		if (pGroup)
		{
			uint8 subgroup = pTarget->GetSubGroup();

			for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
			{
				Player* Target = itr->getSource();

				// IsHostileTo check duel and controlled by enemy
				if (Target && Target->GetSubGroup() == subgroup && !m_caster->IsHostileTo(Target))
				{
					if (pTarget->IsWithinDistInMap(Target, radius))
						targetUnitMap.push_back(Target);

					if (Pet* pet = Target->GetPet())
						if (pTarget->IsWithinDistInMap(pet, radius))
							targetUnitMap.push_back(pet);
				}
			}
		}
		else if (owner)
		{
			if (m_caster->IsWithinDistInMap(owner, radius))
				targetUnitMap.push_back(owner);
		}
		else if (pTarget)
		{
			targetUnitMap.push_back(pTarget);

			if (Pet* pet = pTarget->GetPet())
				if (m_caster->IsWithinDistInMap(pet, radius))
					targetUnitMap.push_back(pet);
		}
		break;
	}
	case TARGET_SCRIPT:
	{
		if (m_targets.getUnitTarget())
			targetUnitMap.push_back(m_targets.getUnitTarget());
		if (m_targets.getItemTarget())
			AddItemTarget(m_targets.getItemTarget(), effIndex);
		break;
	}
	case TARGET_SELF_FISHING:
		targetUnitMap.push_back(m_caster);
		break;
	case TARGET_CHAIN_HEAL:
	{
		Unit* pUnitTarget = m_targets.getUnitTarget();
		if (!pUnitTarget)
			break;

		if (EffectChainTarget <= 1)
			targetUnitMap.push_back(pUnitTarget);
		else
		{
			unMaxTargets = EffectChainTarget;
			float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;

			UnitList tempTargetUnitMap;

			FillAreaTargets(tempTargetUnitMap, max_range, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY);

			if (m_caster != pUnitTarget && std::find(tempTargetUnitMap.begin(), tempTargetUnitMap.end(), m_caster) == tempTargetUnitMap.end())
				tempTargetUnitMap.push_front(m_caster);

			tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));

			if (tempTargetUnitMap.empty())
				break;

			if (*tempTargetUnitMap.begin() == pUnitTarget)
				tempTargetUnitMap.erase(tempTargetUnitMap.begin());

			targetUnitMap.push_back(pUnitTarget);
			uint32 t = unMaxTargets - 1;
			Unit* prev = pUnitTarget;
			UnitList::iterator next = tempTargetUnitMap.begin();

			while (t && next != tempTargetUnitMap.end())
			{
				if (!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
					break;

				if (!prev->IsWithinLOSInMap(*next))
				{
					++next;
					continue;
				}

				if ((*next)->GetHealth() == (*next)->GetMaxHealth())
				{
					next = tempTargetUnitMap.erase(next);
					continue;
				}

				prev = *next;
				targetUnitMap.push_back(prev);
				tempTargetUnitMap.erase(next);
				tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
				next = tempTargetUnitMap.begin();

				--t;
			}
		}
		break;
	}
	case TARGET_CURRENT_ENEMY_COORDINATES:
	{
		Unit* currentTarget = m_targets.getUnitTarget();
		if (currentTarget)
		{
			targetUnitMap.push_back(currentTarget);
			m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
		}
		break;
	}
	case TARGET_AREAEFFECT_PARTY_AND_CLASS:
	{
		Player* targetPlayer = m_targets.getUnitTarget() && m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER
			? (Player*)m_targets.getUnitTarget() : NULL;

		Group* pGroup = targetPlayer ? targetPlayer->GetGroup() : NULL;
		if (pGroup)
		{
			for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
			{
				Player* Target = itr->getSource();

				// IsHostileTo check duel and controlled by enemy
				if (Target && targetPlayer->IsWithinDistInMap(Target, radius) &&
					targetPlayer->getClass() == Target->getClass() &&
					!m_caster->IsHostileTo(Target))
				{
					targetUnitMap.push_back(Target);
				}
			}
		}
		else if (m_targets.getUnitTarget())
			targetUnitMap.push_back(m_targets.getUnitTarget());
		break;
	}
	case TARGET_TABLE_X_Y_Z_COORDINATES:
	{
		if (SpellTargetPosition const* st = sSpellMgr.GetSpellTargetPosition(m_spellInfo->Id))
		{
			m_targets.setDestination(st->target_X, st->target_Y, st->target_Z);
			// TODO - maybe use an (internal) value for the map for neat far teleport handling

			// far-teleport spells are handled in SpellEffect, elsewise report an error about an unexpected map (spells are always locally)
			if (st->target_mapId != m_caster->GetMapId() && m_spellInfo->Effect[effIndex] != SPELL_EFFECT_TELEPORT_UNITS)
				sLog.outError("SPELL: wrong map (%u instead %u) target coordinates for spell ID %u", st->target_mapId, m_caster->GetMapId(), m_spellInfo->Id);
		}
		else
			sLog.outError("SPELL: unknown target coordinates for spell ID %u", m_spellInfo->Id);
		break;
	}
	case TARGET_DYNAMIC_OBJECT_FRONT:
	case TARGET_DYNAMIC_OBJECT_BEHIND:
	case TARGET_DYNAMIC_OBJECT_LEFT_SIDE:
	case TARGET_DYNAMIC_OBJECT_RIGHT_SIDE:
	{
		if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
		{
			// General override, we don't want to use max spell range here.
			// Note: 0.0 radius is also for index 36. It is possible that 36 must be defined as
			// "at the base of", in difference to 0 which appear to be "directly in front of".
			// TODO: some summoned will make caster be half inside summoned object. Need to fix
			// that in the below code (nearpoint vs closepoint, etc).
			if (m_spellInfo->EffectRadiusIndex[effIndex] == 0)
				radius = 0.0f;

			float angle = m_caster->GetOrientation();
			switch (targetMode)
			{
			case TARGET_DYNAMIC_OBJECT_FRONT:                           break;
			case TARGET_DYNAMIC_OBJECT_BEHIND:      angle += M_PI_F;      break;
			case TARGET_DYNAMIC_OBJECT_LEFT_SIDE:   angle += M_PI_F / 2;  break;
			case TARGET_DYNAMIC_OBJECT_RIGHT_SIDE:  angle -= M_PI_F / 2;  break;
			}

			float x, y;
			m_caster->GetNearPoint2D(x, y, radius + m_caster->GetObjectBoundingRadius(), angle);
			m_targets.setDestination(x, y, m_caster->GetPositionZ());
		}

		targetUnitMap.push_back(m_caster);
		break;
	}
	case TARGET_EFFECT_SELECT:
	{
		// add here custom effects that need default target.
		// FOR EVERY TARGET TYPE THERE IS A DIFFERENT FILL!!
		switch (m_spellInfo->Effect[effIndex])
		{
		case SPELL_EFFECT_DUMMY:
		{
			switch (m_spellInfo->Id)
			{
			case 20577:                         // Cannibalize
			{
				WorldObject* result = FindCorpseUsing<MaNGOS::CannibalizeObjectCheck>();

				if (result)
				{
					switch (result->GetTypeId())
					{
					case TYPEID_UNIT:
					case TYPEID_PLAYER:
						targetUnitMap.push_back((Unit*)result);
						break;
					case TYPEID_CORPSE:
						m_targets.setCorpseTarget((Corpse*)result);
						if (Player* owner = ObjectAccessor::FindPlayer(((Corpse*)result)->GetOwnerGuid()))
							targetUnitMap.push_back(owner);
						break;
					}
				}
				else
				{
					// clear cooldown at fail
					if (m_caster->GetTypeId() == TYPEID_PLAYER)
						((Player*)m_caster)->RemoveSpellCooldown(m_spellInfo->Id, true);
					SendCastResult(SPELL_FAILED_NO_EDIBLE_CORPSES);
					finish(false);
				}
				break;
			}
			default:
				if (m_targets.getUnitTarget())
					targetUnitMap.push_back(m_targets.getUnitTarget());
				break;
			}
			// Add AoE target-mask to self, if no target-dest provided already
			if ((m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) == 0)
				m_targets.setDestination(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ());
			break;
		}
		case SPELL_EFFECT_BIND:
		case SPELL_EFFECT_RESURRECT:
		case SPELL_EFFECT_PARRY:
		case SPELL_EFFECT_BLOCK:
		case SPELL_EFFECT_CREATE_ITEM:
		case SPELL_EFFECT_WEAPON:
		case SPELL_EFFECT_TRIGGER_SPELL:
		case SPELL_EFFECT_TRIGGER_MISSILE:
		case SPELL_EFFECT_LEARN_SPELL:
		case SPELL_EFFECT_SKILL_STEP:
		case SPELL_EFFECT_PROFICIENCY:
		case SPELL_EFFECT_SUMMON_POSSESSED:
		case SPELL_EFFECT_SUMMON_OBJECT_WILD:
		case SPELL_EFFECT_SELF_RESURRECT:
		case SPELL_EFFECT_REPUTATION:
		case SPELL_EFFECT_ADD_HONOR:
		case SPELL_EFFECT_SEND_TAXI:
			if (m_targets.getUnitTarget())
				targetUnitMap.push_back(m_targets.getUnitTarget());
			// Triggered spells have additional spell targets - cast them even if no explicit unit target is given (required for spell 50516 for example)
			else if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_TRIGGER_SPELL)
				targetUnitMap.push_back(m_caster);
			break;
		case SPELL_EFFECT_SUMMON_PLAYER:
			if (m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->GetSelectionGuid())
				if (Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelectionGuid()))
					targetUnitMap.push_back(target);
			break;
		case SPELL_EFFECT_RESURRECT_NEW:
			if (m_targets.getUnitTarget())
				targetUnitMap.push_back(m_targets.getUnitTarget());
			if (m_targets.getCorpseTargetGuid())
			{
				if (Corpse* corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid()))
					if (Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGuid()))
						targetUnitMap.push_back(owner);
			}
			break;
		case SPELL_EFFECT_TELEPORT_UNITS:
		case SPELL_EFFECT_SUMMON:
			/*[-ZERO]  if (m_spellInfo->EffectMiscValueB[effIndex] == SUMMON_TYPE_POSESSED ||
			m_spellInfo->EffectMiscValueB[effIndex] == SUMMON_TYPE_POSESSED2)
			{
			if(m_targets.getUnitTarget())
			targetUnitMap.push_back(m_targets.getUnitTarget());
			}
			else */
			targetUnitMap.push_back(m_caster);
			break;
		case SPELL_EFFECT_SUMMON_CHANGE_ITEM:
		case SPELL_EFFECT_SUMMON_WILD:
		case SPELL_EFFECT_SUMMON_GUARDIAN:
		case SPELL_EFFECT_TRANS_DOOR:
		case SPELL_EFFECT_ADD_FARSIGHT:
		case SPELL_EFFECT_STUCK:
		case SPELL_EFFECT_DESTROY_ALL_TOTEMS:
		case SPELL_EFFECT_SUMMON_DEMON:
		case SPELL_EFFECT_SKILL:
			targetUnitMap.push_back(m_caster);
			break;
		case SPELL_EFFECT_PERSISTENT_AREA_AURA:
			if (Unit* currentTarget = m_targets.getUnitTarget())
				m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
			break;
		case SPELL_EFFECT_LEARN_PET_SPELL:
			if (Pet* pet = m_caster->GetPet())
				targetUnitMap.push_back(pet);
			break;
		case SPELL_EFFECT_ENCHANT_ITEM:
		case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
		case SPELL_EFFECT_DISENCHANT:
		case SPELL_EFFECT_FEED_PET:
			if (m_targets.getItemTarget())
				AddItemTarget(m_targets.getItemTarget(), effIndex);
			break;
		case SPELL_EFFECT_APPLY_AURA:
			switch (m_spellInfo->EffectApplyAuraName[effIndex])
			{
			case SPELL_AURA_ADD_FLAT_MODIFIER:  // some spell mods auras have 0 target modes instead expected TARGET_SELF(1) (and present for other ranks for same spell for example)
			case SPELL_AURA_ADD_PCT_MODIFIER:
				targetUnitMap.push_back(m_caster);
				break;
			default:                            // apply to target in other case
				if (m_targets.getUnitTarget())
					targetUnitMap.push_back(m_targets.getUnitTarget());
				break;
			}
			break;
		case SPELL_EFFECT_APPLY_AREA_AURA_PARTY:
			// AreaAura
			if ((m_spellInfo->Attributes == (SPELL_ATTR_NOT_SHAPESHIFT | SPELL_ATTR_UNK18 | SPELL_ATTR_CASTABLE_WHILE_MOUNTED | SPELL_ATTR_CASTABLE_WHILE_SITTING)) || (m_spellInfo->Attributes == SPELL_ATTR_NOT_SHAPESHIFT))
				SetTargetMap(effIndex, TARGET_AREAEFFECT_PARTY, targetUnitMap);
			break;
		case SPELL_EFFECT_SKIN_PLAYER_CORPSE:
			if (m_targets.getUnitTarget())
				targetUnitMap.push_back(m_targets.getUnitTarget());
			else if (m_targets.getCorpseTargetGuid())
			{
				if (Corpse* corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid()))
					if (Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGuid()))
						targetUnitMap.push_back(owner);
			}
			break;
		default:
			break;
		}
		break;
	}
	default:
		// sLog.outError( "SPELL: Unknown implicit target (%u) for spell ID %u", targetMode, m_spellInfo->Id );
		break;
	}

	if (unMaxTargets && targetUnitMap.size() > unMaxTargets)
	{
		// make sure one unit is always removed per iteration
		uint32 removed_utarget = 0;
		for (UnitList::iterator itr = targetUnitMap.begin(), next; itr != targetUnitMap.end(); itr = next)
		{
			next = itr;
			++next;
			if (!*itr) continue;
			if ((*itr) == m_targets.getUnitTarget())
			{
				targetUnitMap.erase(itr);
				removed_utarget = 1;
				//        break;
			}
		}
		// remove random units from the map
		while (targetUnitMap.size() > unMaxTargets - removed_utarget)
		{
			uint32 poz = urand(0, targetUnitMap.size() - 1);
			for (UnitList::iterator itr = targetUnitMap.begin(); itr != targetUnitMap.end(); ++itr, --poz)
			{
				if (!*itr) continue;

				if (!poz)
				{
					targetUnitMap.erase(itr);
					break;
				}
			}
		}
		// the player's target will always be added to the map
		if (removed_utarget && m_targets.getUnitTarget())
			targetUnitMap.push_back(m_targets.getUnitTarget());
	}
	if (!tempTargetGOList.empty())                          // GO CASE
	{
		if (unMaxTargets && tempTargetGOList.size() > unMaxTargets)
		{
			// make sure one go is always removed per iteration
			uint32 removed_utarget = 0;
			for (std::list<GameObject*>::iterator itr = tempTargetGOList.begin(), next; itr != tempTargetGOList.end(); itr = next)
			{
				next = itr;
				++next;
				if (!*itr) continue;
				if ((*itr) == m_targets.getGOTarget())
				{
					tempTargetGOList.erase(itr);
					removed_utarget = 1;
					//        break;
				}
			}
			// remove random units from the map
			while (tempTargetGOList.size() > unMaxTargets - removed_utarget)
			{
				uint32 poz = urand(0, tempTargetGOList.size() - 1);
				for (std::list<GameObject*>::iterator itr = tempTargetGOList.begin(); itr != tempTargetGOList.end(); ++itr, --poz)
				{
					if (!*itr) continue;

					if (!poz)
					{
						tempTargetGOList.erase(itr);
						break;
					}
				}
			}
		}
		// Add resulting GOs as GOTargets
		for (std::list<GameObject*>::iterator iter = tempTargetGOList.begin(); iter != tempTargetGOList.end(); ++iter)
			AddGOTarget(*iter, effIndex);
	}
}

void Spell::prepare(SpellCastTargets const* targets, Aura* triggeredByAura)
{
	m_targets = *targets;

	if (m_CastItem)
		m_CastItemGUID = m_CastItem->GetObjectGuid();

	m_spellState = SPELL_STATE_PREPARING;

	m_castPositionX = m_caster->GetPositionX();
	m_castPositionY = m_caster->GetPositionY();
	m_castPositionZ = m_caster->GetPositionZ();
	m_castOrientation = m_caster->GetOrientation();

	if (triggeredByAura)
		m_triggeredByAuraSpell = triggeredByAura->GetSpellProto();

	// create and add update event for this spell
	SpellEvent* Event = new SpellEvent(this);
	m_caster->m_Events.AddEvent(Event, m_caster->m_Events.CalculateTime(1));

	// Prevent casting at cast another spell (ServerSide check)
	if (!m_IsTriggeredSpell && m_caster->IsNonMeleeSpellCasted(false, true, true))
	{
		SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS);
		finish(false);
		return;
	}

	// Fill cost data
	m_powerCost = CalculatePowerCost(m_spellInfo, m_caster, this, m_CastItem);

	SpellCastResult result = CheckCast(true);
	if (result != SPELL_CAST_OK && !IsAutoRepeat())         // always cast autorepeat dummy for triggering
	{
		if (triggeredByAura)
		{
			SendChannelUpdate(0);
			triggeredByAura->GetHolder()->SetAuraDuration(0);
		}
		SendCastResult(result);
		finish(false);
		return;
	}

	// Prepare data for triggers
	prepareDataForTriggerSystem();

	// calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail)
	m_casttime = GetSpellCastTime(m_spellInfo, this);
	m_duration = CalculateSpellDuration(m_spellInfo, m_caster);

	// set timer base at cast time
	ReSetTimer();

	// stealth must be removed at cast starting (at show channel bar)
	// skip triggered spell (item equip spell casting and other not explicit character casts/item uses)
	if (!m_IsTriggeredSpell && isSpellBreakStealth(m_spellInfo))
	{
		// 修复闷棍，强化闷棍和偷窃
		// Sap - don't exit Stealth yet to prevent getting in combat and making Sap impossible to cast
		// Removing Stealth depends on talent later
		// Pick Pocket - don't exit Stealth at all
		if (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_ROGUE && (m_spellInfo->SpellFamilyFlags & UI64LIT(0x00000080) || m_spellInfo->SpellFamilyFlags & 2147483648)))
			m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
		m_caster->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
	}

	sMod.spellPrepare(this, m_caster);  // extra for prepare 

	// add non-triggered (with cast time and without)
	if (!m_IsTriggeredSpell)
	{
		// add to cast type slot
		m_caster->SetCurrentCastedSpell(this);

		// will show cast bar
		SendSpellStart();

		TriggerGlobalCooldown();
	}
	// execute triggered without cast time explicitly in call point
	else if (m_timer == 0)
		cast(true);
	// else triggered with cast time will execute execute at next tick or later
	// without adding to cast type slot
	// will not show cast bar but will show effects at casting time etc
}

void Spell::cancel()
{
	if (m_spellState == SPELL_STATE_FINISHED)
		return;

	// channeled spells don't display interrupted message even if they are interrupted, possible other cases with no "Interrupted" message
	bool sendInterrupt = IsChanneledSpell(m_spellInfo) ? false : true;

	m_autoRepeat = false;
	switch (m_spellState)
	{
	case SPELL_STATE_PREPARING:
		CancelGlobalCooldown();

		//(no break)
	case SPELL_STATE_DELAYED:
	{
		SendInterrupted(0);

		if (sendInterrupt)
			SendCastResult(SPELL_FAILED_INTERRUPTED);
	} break;

	case SPELL_STATE_CASTING:
	{
		for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
		{
			if (ihit->missCondition == SPELL_MISS_NONE)
			{
				Unit* unit = m_caster->GetObjectGuid() == (*ihit).targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
				if (unit && unit->isAlive())
					unit->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());
			}
		}

		SendChannelUpdate(0);
		SendInterrupted(0);

		if (sendInterrupt)
			SendCastResult(SPELL_FAILED_INTERRUPTED);
	} break;

	default:
	{
	} break;
	}

	finish(false);
	m_caster->RemoveDynObject(m_spellInfo->Id);
	m_caster->RemoveGameObject(m_spellInfo->Id, true);
}

void Spell::cast(bool skipCheck)
{
	SetExecutedCurrently(true);

	if (!m_caster->CheckAndIncreaseCastCounter())
	{
		if (m_triggeredByAuraSpell)
			sLog.outError("Spell %u triggered by aura spell %u too deep in cast chain for cast. Cast not allowed for prevent overflow stack crash.", m_spellInfo->Id, m_triggeredByAuraSpell->Id);
		else
			sLog.outError("Spell %u too deep in cast chain for cast. Cast not allowed for prevent overflow stack crash.", m_spellInfo->Id);

		SendCastResult(SPELL_FAILED_ERROR);
		finish(false);
		SetExecutedCurrently(false);
		return;
	}

	// update pointers base at GUIDs to prevent access to already nonexistent object
	UpdatePointers();

	// cancel at lost main target unit
	if (!m_targets.getUnitTarget() && m_targets.getUnitTargetGuid() && m_targets.getUnitTargetGuid() != m_caster->GetObjectGuid())
	{
		cancel();
		m_caster->DecreaseCastCounter();
		SetExecutedCurrently(false);
		return;
	}

	if (m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.getUnitTarget() && m_targets.getUnitTarget() != m_caster)
		m_caster->SetInFront(m_targets.getUnitTarget());

	SpellCastResult castResult = CheckPower();
	if (castResult != SPELL_CAST_OK)
	{
		SendCastResult(castResult);
		finish(false);
		m_caster->DecreaseCastCounter();
		SetExecutedCurrently(false);
		return;
	}

	// triggered cast called from Spell::prepare where it was already checked
	if (!skipCheck)
	{
		castResult = CheckCast(false);
		if (castResult != SPELL_CAST_OK)
		{
			SendCastResult(castResult);
			finish(false);
			m_caster->DecreaseCastCounter();
			SetExecutedCurrently(false);
			return;
		}
	}

	// different triggered (for caster) and pre-cast (casted before apply effect to each target) cases
	switch (m_spellInfo->SpellFamilyName)
	{
	case SPELLFAMILY_GENERIC:
	{
		// Bandages
		if (m_spellInfo->Mechanic == MECHANIC_BANDAGE)
			AddPrecastSpell(11196);                     // Recently Bandaged
		// Divine Shield, Divine Protection (Blessing of Protection in paladin switch case)
		else if (m_spellInfo->Mechanic == MECHANIC_INVULNERABILITY)
			AddPrecastSpell(25771);                     // Forbearance
		break;
	}
	case SPELLFAMILY_WARRIOR:
		break;
	case SPELLFAMILY_HUNTER:
	{
		if (m_targets.getUnitTarget() && m_caster)
		{
			if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000004) ||
				m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000008) ||
				m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000040000) ||
				m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000002000) ||
				m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000400) ||
				m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000010))
				break;

			for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++)
			{
				if (Spell* spell = m_caster->GetCurrentSpell(CurrentSpellTypes(i)))
				{
					if (spell->m_spellInfo->Id == 75 && m_caster->IsHostileTo(m_targets.getUnitTarget()) && !IsPositiveSpell(m_spellInfo->Id) && m_targets.getUnitTarget()->isTargetableForAttack())
					{
						if (spell->m_targets.getUnitTarget() != m_targets.getUnitTarget())
							spell->m_targets.setUnitTarget(m_targets.getUnitTarget());
					}
				}
			}
		}
		break;
	}
	case SPELLFAMILY_PRIEST:
	{
		// Power Word: Shield
		if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PRIEST && m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000001))
			AddPrecastSpell(6788);                      // Weakened Soul

		switch (m_spellInfo->Id)
		{
		case 15237: AddTriggeredSpell(23455); break;// Holy Nova, rank 1
		case 15430: AddTriggeredSpell(23458); break;// Holy Nova, rank 2
		case 15431: AddTriggeredSpell(23459); break;// Holy Nova, rank 3
		case 27799: AddTriggeredSpell(27803); break;// Holy Nova, rank 4
		case 27800: AddTriggeredSpell(27804); break;// Holy Nova, rank 5
		case 27801: AddTriggeredSpell(27805); break;// Holy Nova, rank 6
		case 25331: AddTriggeredSpell(25329); break;// Holy Nova, rank 7
		default: break;
		}
		break;
	}
	case SPELLFAMILY_PALADIN:
	{
		// Blessing of Protection (Divine Shield, Divine Protection in generic switch case)
		if (m_spellInfo->Mechanic == MECHANIC_INVULNERABILITY && m_spellInfo->Id != 25771)
			AddPrecastSpell(25771);                     // Forbearance
		break;
	}
	case SPELLFAMILY_ROGUE:
	{
		// exit stealth on sap when improved sap is not skilled
		// 强化闷棍
		if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x00000080) && m_caster->GetTypeId() == TYPEID_PLAYER && (!m_caster->GetAura(14076, SpellEffectIndex(0)) && !m_caster->GetAura(14094, SpellEffectIndex(0)) && !m_caster->GetAura(14095, SpellEffectIndex(0))))
			m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
	}
	default:
		break;
	}

	// traded items have trade slot instead of guid in m_itemTargetGUID
	// set to real guid to be sent later to the client
	m_targets.updateTradeSlotItem();

	FillTargetMap();

	if (m_spellState == SPELL_STATE_FINISHED)               // stop cast if spell marked as finish somewhere in FillTargetMap
	{
		m_caster->DecreaseCastCounter();
		SetExecutedCurrently(false);
		return;
	}

	// CAST SPELL
	SendSpellCooldown();

	TakePower();
	TakeReagents();                                         // we must remove reagents before HandleEffects to allow place crafted item in same slot
	TakeAmmo();

	SendCastResult(castResult);
	SendSpellGo();                                          // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...

	InitializeDamageMultipliers();

	// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
	float speed = m_spellInfo->speed == 0.0f && m_triggeredBySpellInfo ? m_triggeredBySpellInfo->speed : m_spellInfo->speed;
	if (speed > 0.0f)
	{
		// Remove used for cast item if need (it can be already NULL after TakeReagents call
		// in case delayed spell remove item at cast delay start
		TakeCastItem();

		// fill initial spell damage from caster for delayed casted spells
		for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
			HandleDelayedSpellLaunch(&(*ihit));

		// Okay, maps created, now prepare flags
		m_immediateHandled = false;
		m_spellState = SPELL_STATE_DELAYED;
		SetDelayStart(0);
	}
	else
	{
		// Immediate spell, no big deal
		handle_immediate();
	}

	m_caster->DecreaseCastCounter();
	SetExecutedCurrently(false);
}

void Spell::handle_immediate()
{
	// process immediate effects (items, ground, etc.) also initialize some variables
	_handle_immediate_phase();

	// start channeling if applicable (after _handle_immediate_phase for get persistent effect dynamic object for channel target
	if (IsChanneledSpell(m_spellInfo) && m_duration)
	{
		m_spellState = SPELL_STATE_CASTING;
		SendChannelStart(m_duration);
	}

	for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
		DoAllEffectOnTarget(&(*ihit));

	for (GOTargetList::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
		DoAllEffectOnTarget(&(*ihit));

	// spell is finished, perform some last features of the spell here
	_handle_finish_phase();

	// Remove used for cast item if need (it can be already NULL after TakeReagents call
	TakeCastItem();

	if (m_spellState != SPELL_STATE_CASTING)
		finish(true);                                       // successfully finish spell cast (not last in case autorepeat or channel spell)

}

uint64 Spell::handle_delayed(uint64 t_offset)
{
	uint64 next_time = 0;

	if (!m_immediateHandled)
	{
		_handle_immediate_phase();
		m_immediateHandled = true;
	}

	// now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
	for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if (!ihit->processed)
		{
			if (ihit->timeDelay <= t_offset)
				DoAllEffectOnTarget(&(*ihit));
			else if (next_time == 0 || ihit->timeDelay < next_time)
				next_time = ihit->timeDelay;
		}
	}

	// now recheck gameobject targeting correctness
	for (GOTargetList::iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
	{
		if (!ighit->processed)
		{
			if (ighit->timeDelay <= t_offset)
				DoAllEffectOnTarget(&(*ighit));
			else if (next_time == 0 || ighit->timeDelay < next_time)
				next_time = ighit->timeDelay;
		}
	}
	// All targets passed - need finish phase
	if (next_time == 0)
	{
		// spell is finished, perform some last features of the spell here
		_handle_finish_phase();

		finish(true);                                       // successfully finish spell cast

		// return zero, spell is finished now
		return 0;
	}
	else
	{
		// spell is unfinished, return next execution time
		return next_time;
	}
}

void Spell::_handle_immediate_phase()
{
	// handle some immediate features of the spell here
	HandleThreatSpells();

	m_needSpellLog = IsNeedSendToClient();
	for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
	{
		if (m_spellInfo->Effect[j] == 0)
			continue;

		// apply Send Event effect to ground in case empty target lists
		if (m_spellInfo->Effect[j] == SPELL_EFFECT_SEND_EVENT && !HaveTargetsForEffect(SpellEffectIndex(j)))
		{
			HandleEffects(NULL, NULL, NULL, SpellEffectIndex(j));
			continue;
		}

		// Don't do spell log, if is school damage spell
		if (m_spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE || m_spellInfo->Effect[j] == 0)
			m_needSpellLog = false;
	}

	// initialize Diminishing Returns Data
	m_diminishLevel = DIMINISHING_LEVEL_1;
	m_diminishGroup = DIMINISHING_NONE;

	// process items
	for (ItemTargetList::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
		DoAllEffectOnTarget(&(*ihit));

	// process ground
	for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
	{
		// persistent area auras target only the ground
		if (m_spellInfo->Effect[j] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
			HandleEffects(NULL, NULL, NULL, SpellEffectIndex(j));
	}
}

void Spell::_handle_finish_phase()
{
	// spell log
	if (m_needSpellLog)
		SendLogExecute();
}

void Spell::SendSpellCooldown()
{
	if (m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	Player* _player = (Player*)m_caster;

	// (1) have infinity cooldown but set at aura apply, (2) passive cooldown at triggering
	if (m_spellInfo->HasAttribute(SPELL_ATTR_DISABLED_WHILE_ACTIVE) || m_spellInfo->HasAttribute(SPELL_ATTR_PASSIVE))
		return;

	_player->AddSpellAndCategoryCooldowns(m_spellInfo, m_CastItem ? m_CastItem->GetEntry() : 0, this);
}

void Spell::update(uint32 difftime)
{
	// update pointers based at it's GUIDs
	UpdatePointers();

	if (m_targets.getUnitTargetGuid() && !m_targets.getUnitTarget())
	{
		cancel();
		return;
	}

	if (m_CastItemGUID && !m_CastItem)
	{
		cancel();
		return;
	}

	Unit* pUnit = m_targets.getUnitTarget();
	if (pUnit && m_caster && m_spellInfo && m_caster != pUnit &&  m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->IsFitToFamily(SPELLFAMILY_PRIEST, UI64LIT(0x0000000000020000)))
	{
		int32 timer = 5000;
		bool isActualTimeChanged = false;
		if (GetActualTime() && !isActualTimeChanged)
		{
			isActualTimeChanged = true;
			timer = int32(GetActualTime() / 10);
			timer = timer > 5000 ? 5000 : timer;
			timer = timer < 1000 ? 1000 : timer;
		}

		if (isActualTimeChanged) {
			m_KongZhitimer = timer;
		}
		if (m_KongZhitimer)
		{
			if (difftime >= m_KongZhitimer)
			{
				if (m_caster->SpellHitResult(pUnit, m_spellInfo))
					cancel();

				isActualTimeChanged = false;
				m_KongZhitimer = timer;
			}
			else
				m_KongZhitimer -= difftime;
		}
	}

	// check if the player or unit caster has moved before the spell finished (exclude casting on vehicles)
	if (((m_caster->GetTypeId() == TYPEID_PLAYER || m_caster->GetTypeId() == TYPEID_UNIT) && m_timer != 0) &&
		(m_castPositionX != m_caster->GetPositionX() || m_castPositionY != m_caster->GetPositionY() || m_castPositionZ != m_caster->GetPositionZ()) &&
		(m_spellInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_STUCK || !m_caster->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLINGFAR)))
	{
		// always cancel for channeled spells
		if (m_spellState == SPELL_STATE_CASTING)
		{
			if (m_spellInfo->Id != 24322 && m_spellInfo->Id != 24323)
			{
				cancel();
			}
		}
		// don't cancel for melee, autorepeat, triggered and instant spells
		else if (!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
			cancel();
	}

	switch (m_spellState)
	{
	case SPELL_STATE_PREPARING:
	{
		if (m_timer)
		{
			if (difftime >= m_timer)
				m_timer = 0;
			else
				m_timer -= difftime;
		}

		if (m_timer == 0 && !IsNextMeleeSwingSpell() && !IsAutoRepeat())
			cast();
	} break;
	case SPELL_STATE_CASTING:
	{
		if (m_timer > 0)
		{
			if (m_caster->GetTypeId() == TYPEID_PLAYER || m_caster->GetTypeId() == TYPEID_UNIT)
			{
				// check if player has jumped before the channeling finished
				if (m_caster->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLING))
					if (m_spellInfo->Id != 24322 && m_spellInfo->Id != 24323)
						cancel();

				// check for incapacitating player states
				if (m_caster->hasUnitState(UNIT_STAT_CAN_NOT_REACT))
					cancel();

				// check if player has turned if flag is set
				if (m_spellInfo->ChannelInterruptFlags & CHANNEL_FLAG_TURNING && m_castOrientation != m_caster->GetOrientation())
					cancel();
			}

			// check if there are alive targets left
			if (!IsAliveUnitPresentInTargetList())
			{
				SendChannelUpdate(0);
				finish();
			}

			if (difftime >= m_timer)
				m_timer = 0;
			else
				m_timer -= difftime;
		}

		if (m_timer == 0)
		{
			SendChannelUpdate(0);

			// channeled spell processed independently for quest targeting
			// cast at creature (or GO) quest objectives update at successful cast channel finished
			// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
			if (!IsAutoRepeat() && !IsNextMeleeSwingSpell())
			{
				if (Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
				{
					for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
					{
						TargetInfo const& target = *ihit;
						if (!target.targetGUID.IsCreature())
							continue;

						Unit* unit = m_caster->GetObjectGuid() == target.targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target.targetGUID);
						if (unit == NULL)
							continue;

						p->RewardPlayerAndGroupAtCast(unit, m_spellInfo->Id);
					}

					for (GOTargetList::const_iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
					{
						GOTargetInfo const& target = *ihit;

						GameObject* go = m_caster->GetMap()->GetGameObject(target.targetGUID);
						if (!go)
							continue;

						p->RewardPlayerAndGroupAtCast(go, m_spellInfo->Id);
					}
				}
			}

			finish();
		}
	} break;
	default:
	{
	} break;
	}
}

void Spell::finish(bool ok)
{
	if (!m_caster)
		return;

	if (m_spellState == SPELL_STATE_FINISHED)
		return;

	// remove/restore spell mods before m_spellState update
	if (Player* modOwner = m_caster->GetSpellModOwner())
	{
		if (ok || m_spellState != SPELL_STATE_PREPARING)    // fail after start channeling or throw to target not affect spell mods
			modOwner->RemoveSpellMods(this);
		else
			modOwner->ResetSpellModsDueToCanceledSpell(this);
	}

	m_spellState = SPELL_STATE_FINISHED;

	// other code related only to successfully finished spells
	if (!ok)
		return;

	// handle SPELL_AURA_ADD_TARGET_TRIGGER auras
	Unit::AuraList const& targetTriggers = m_caster->GetAurasByType(SPELL_AURA_ADD_TARGET_TRIGGER);
	for (Unit::AuraList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i)
	{
		if (!(*i)->isAffectedOnSpell(m_spellInfo))
			continue;
		for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
		{
			if (ihit->missCondition == SPELL_MISS_NONE)
			{
				// check m_caster->GetGUID() let load auras at login and speedup most often case
				Unit* unit = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
				if (unit && unit->isAlive())
				{
					SpellEntry const* auraSpellInfo = (*i)->GetSpellProto();
					SpellEffectIndex auraSpellIdx = (*i)->GetEffIndex();
					// Calculate chance at that moment (can be depend for example from combo points)
					int32 auraBasePoints = (*i)->GetBasePoints();
					int32 chance = m_caster->CalculateSpellDamage(unit, auraSpellInfo, auraSpellIdx, &auraBasePoints);
					if (roll_chance_i(chance))
						m_caster->CastSpell(unit, auraSpellInfo->EffectTriggerSpell[auraSpellIdx], true, NULL, (*i));
				}
			}
		}
	}

	// Heal caster for all health leech from all targets
	if (m_healthLeech)
		m_caster->DealHeal(m_caster, uint32(m_healthLeech), m_spellInfo);

	if (IsMeleeAttackResetSpell())
	{
		m_caster->resetAttackTimer(BASE_ATTACK);
		if (m_caster->haveOffhandWeapon())
			m_caster->resetAttackTimer(OFF_ATTACK);
	}

	/*if (IsRangedAttackResetSpell())
	m_caster->resetAttackTimer(RANGED_ATTACK);*/

	// Clear combo at finish state
	if (m_caster->GetTypeId() == TYPEID_PLAYER && NeedsComboPoints(m_spellInfo))
	{
		// Not drop combopoints if negative spell and if any miss on enemy exist
		bool needDrop = true;
		if (!IsPositiveSpell(m_spellInfo->Id))
		{
			for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
			{
				if (ihit->missCondition != SPELL_MISS_NONE && ihit->targetGUID != m_caster->GetObjectGuid())
				{
					needDrop = false;
					break;
				}
			}
		}
		if (needDrop)
			((Player*)m_caster)->ClearComboPoints();
	}

	// call triggered spell only at successful cast (after clear combo points -> for add some if need)
	if (!m_TriggerSpells.empty())
		CastTriggerSpells();

	// Stop Attack for some spells
	if (m_spellInfo->HasAttribute(SPELL_ATTR_STOP_ATTACK_TARGET))
		m_caster->AttackStop();
}

void Spell::SendCastResult(SpellCastResult result)
{
	if (m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	if (((Player*)m_caster)->GetSession()->PlayerLoading()) // don't send cast results at loading time
		return;

	SendCastResult((Player*)m_caster, m_spellInfo, result);
}

void Spell::SendCastResult(Player* caster, SpellEntry const* spellInfo, SpellCastResult result)
{
	WorldPacket data(SMSG_CAST_FAILED, (4 + 1 + 1));
	data << uint32(spellInfo->Id);

	if (result != SPELL_CAST_OK)
	{
		data << uint8(2); // status = fail
		data << uint8(!IsPassiveSpell(spellInfo) ? result : SPELL_FAILED_DONT_REPORT); // do not report failed passive spells
		switch (result)
		{
		case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
			data << uint32(spellInfo->RequiresSpellFocus);
			break;
		case SPELL_FAILED_REQUIRES_AREA:
			/* [-ZERO]    // hardcode areas limitation case     switch(spellInfo->Id)
			{
			default:                            // default case             data << uint32(spellInfo->AreaId);
			break;
			} */
			break;
		case SPELL_FAILED_EQUIPPED_ITEM_CLASS:
			data << uint32(spellInfo->EquippedItemClass);
			data << uint32(spellInfo->EquippedItemSubClassMask);
			data << uint32(spellInfo->EquippedItemInventoryTypeMask);
			break;
		default:
			break;
		}
	}
	else
		data << uint8(0);

	caster->GetSession()->SendPacket(&data);
}

void Spell::SendSpellStart()
{
	if (!IsNeedSendToClient())
		return;

	DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Sending SMSG_SPELL_START id=%u", m_spellInfo->Id);

	uint32 castFlags = CAST_FLAG_UNKNOWN2;
	if (IsRangedSpell())
		castFlags |= CAST_FLAG_AMMO;

	WorldPacket data(SMSG_SPELL_START, (8 + 8 + 4 + 2 + 4));
	if (m_CastItem)
		data << m_CastItem->GetPackGUID();
	else
		data << m_caster->GetPackGUID();

	data << m_caster->GetPackGUID();
	data << uint32(m_spellInfo->Id);                        // spellId
	data << uint16(castFlags);                              // cast flags
	data << uint32(m_timer);                                // delay?

	data << m_targets;

	if (castFlags & CAST_FLAG_AMMO)                         // projectile info
		WriteAmmoToPacket(&data);

	m_caster->SendMessageToSet(&data, true);
}

void Spell::SendSpellGo()
{
	// not send invisible spell casting
	if (!IsNeedSendToClient())
		return;

	if ((m_spellInfo->Id == 75 || m_spellInfo->Id == 5019))
	{
		if (m_caster->IsSitState())
		{
			for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++)
			{
				if (m_caster->GetCurrentSpell(CurrentSpellTypes(i)))
				{
					m_caster->InterruptSpell(CurrentSpellTypes(i), false);
				}
			}
		}
		if (m_targets.getUnitTarget()->isDead())
			m_caster->CastStop();
	}

	DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Sending SMSG_SPELL_GO id=%u", m_spellInfo->Id);

	uint32 castFlags = CAST_FLAG_UNKNOWN9;
	if (IsRangedSpell())
		castFlags |= CAST_FLAG_AMMO;                        // arrows/bullets visual

	WorldPacket data(SMSG_SPELL_GO, 53);                    // guess size

	if (m_CastItem)
		data << m_CastItem->GetPackGUID();
	else
		data << m_caster->GetPackGUID();

	data << m_caster->GetPackGUID();
	data << uint32(m_spellInfo->Id);                        // spellId
	data << uint16(castFlags);                              // cast flags

	WriteSpellGoTargets(&data);

	data << m_targets;

	if (castFlags & CAST_FLAG_AMMO)                         // projectile info
		WriteAmmoToPacket(&data);

	m_caster->SendMessageToSet(&data, true);
}

void Spell::WriteAmmoToPacket(WorldPacket* data)
{
	uint32 ammoInventoryType = 0;
	uint32 ammoDisplayID = 0;

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		Item* pItem = ((Player*)m_caster)->GetWeaponForAttack(RANGED_ATTACK);
		if (pItem)
		{
			ammoInventoryType = pItem->GetProto()->InventoryType;
			if (ammoInventoryType == INVTYPE_THROWN)
				ammoDisplayID = pItem->GetProto()->DisplayInfoID;
			else
			{
				uint32 ammoID = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID);
				if (ammoID)
				{
					ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(ammoID);
					if (pProto)
					{
						ammoDisplayID = pProto->DisplayInfoID;
						ammoInventoryType = pProto->InventoryType;
					}
				}
			}
		}
	}
	else
	{
		for (uint8 i = 0; i < MAX_VIRTUAL_ITEM_SLOT; ++i)
		{
			// see Creature::SetVirtualItem for structure data
			if (uint32 item_class = m_caster->GetByteValue(UNIT_VIRTUAL_ITEM_INFO + (i * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_CLASS))
			{
				if (item_class == ITEM_CLASS_WEAPON)
				{
					switch (m_caster->GetByteValue(UNIT_VIRTUAL_ITEM_INFO + (i * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_SUBCLASS))
					{
					case ITEM_SUBCLASS_WEAPON_THROWN:
						ammoDisplayID = m_caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + i);
						ammoInventoryType = m_caster->GetByteValue(UNIT_VIRTUAL_ITEM_INFO + (i * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_INVENTORYTYPE);
						break;
					case ITEM_SUBCLASS_WEAPON_BOW:
					case ITEM_SUBCLASS_WEAPON_CROSSBOW:
						ammoDisplayID = 5996;           // is this need fixing?
						ammoInventoryType = INVTYPE_AMMO;
						break;
					case ITEM_SUBCLASS_WEAPON_GUN:
						ammoDisplayID = 5998;           // is this need fixing?
						ammoInventoryType = INVTYPE_AMMO;
						break;
					}

					if (ammoDisplayID)
						break;
				}
			}
		}
	}

	*data << uint32(ammoDisplayID);
	*data << uint32(ammoInventoryType);
}

void Spell::WriteSpellGoTargets(WorldPacket* data)
{
	// This function also fill data for channeled spells:
	// m_needAliveTargetMask req for stop channeling if one target die
	// Always hits on GO and expected all targets for Units
	*data << (uint8)(m_UniqueTargetInfo.size() + m_UniqueGOTargetInfo.size());

	for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		*data << ihit->targetGUID;                          // in 1.12.1 expected all targets

		if (ihit->effectMask == 0)                          // No effect apply - all immuned add state
		{
			// possibly SPELL_MISS_IMMUNE2 for this??
			ihit->missCondition = SPELL_MISS_IMMUNE2;
		}
		else if (ihit->missCondition == SPELL_MISS_NONE)    // Add only hits
			m_needAliveTargetMask |= ihit->effectMask;
	}

	for (GOTargetList::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
		*data << ighit->targetGUID;                         // Always hits

	*data << uint8(0);                                      // unknown, not miss

	// Reset m_needAliveTargetMask for non channeled spell
	if (!IsChanneledSpell(m_spellInfo))
		m_needAliveTargetMask = 0;
}

void Spell::SendLogExecute()
{
	Unit* target = m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster;

	WorldPacket data(SMSG_SPELLLOGEXECUTE, (8 + 4 + 4 + 4 + 4 + 8));

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		data << m_caster->GetPackGUID();
	else
		data << target->GetPackGUID();

	data << uint32(m_spellInfo->Id);
	uint32 count1 = 1;
	data << uint32(count1);                                 // count1 (effect count?)
	for (uint32 i = 0; i < count1; ++i)
	{
		data << uint32(m_spellInfo->Effect[EFFECT_INDEX_0]);// spell effect
		uint32 count2 = 1;
		data << uint32(count2);                             // count2 (target count?)
		for (uint32 j = 0; j < count2; ++j)
		{
			switch (m_spellInfo->Effect[EFFECT_INDEX_0])
			{
			case SPELL_EFFECT_POWER_DRAIN:
				if (Unit* unit = m_targets.getUnitTarget())
					data << unit->GetPackGUID();
				else
					data << uint8(0);
				data << uint32(0);
				data << uint32(0);
				data << float(0);
				break;
			case SPELL_EFFECT_ADD_EXTRA_ATTACKS:
				if (Unit* unit = m_targets.getUnitTarget())
					data << unit->GetPackGUID();
				else
					data << uint8(0);
				data << uint32(0);                      // count?
				break;
			case SPELL_EFFECT_INTERRUPT_CAST:
				if (Unit* unit = m_targets.getUnitTarget())
					data << unit->GetPackGUID();
				else
					data << uint8(0);
				data << uint32(0);                      // spellid
				break;
			case SPELL_EFFECT_DURABILITY_DAMAGE:
				if (Unit* unit = m_targets.getUnitTarget())
					data << unit->GetPackGUID();
				else
					data << uint8(0);
				data << uint32(0);
				data << uint32(0);
				break;
			case SPELL_EFFECT_OPEN_LOCK:
			case SPELL_EFFECT_OPEN_LOCK_ITEM:
				if (Item* item = m_targets.getItemTarget())
					data << item->GetPackGUID();
				else
					data << uint8(0);
				break;
			case SPELL_EFFECT_CREATE_ITEM:
				data << uint32(m_spellInfo->EffectItemType[EFFECT_INDEX_0]);
				break;
			case SPELL_EFFECT_SUMMON:
			case SPELL_EFFECT_SUMMON_WILD:
			case SPELL_EFFECT_SUMMON_GUARDIAN:
			case SPELL_EFFECT_TRANS_DOOR:
			case SPELL_EFFECT_SUMMON_PET:
			case SPELL_EFFECT_SUMMON_POSSESSED:
			case SPELL_EFFECT_SUMMON_TOTEM:
			case SPELL_EFFECT_SUMMON_OBJECT_WILD:
			case SPELL_EFFECT_CREATE_HOUSE:
			case SPELL_EFFECT_DUEL:
			case SPELL_EFFECT_SUMMON_TOTEM_SLOT1:
			case SPELL_EFFECT_SUMMON_TOTEM_SLOT2:
			case SPELL_EFFECT_SUMMON_TOTEM_SLOT3:
			case SPELL_EFFECT_SUMMON_TOTEM_SLOT4:
			case SPELL_EFFECT_SUMMON_PHANTASM:
			case SPELL_EFFECT_SUMMON_CRITTER:
			case SPELL_EFFECT_SUMMON_OBJECT_SLOT1:
			case SPELL_EFFECT_SUMMON_OBJECT_SLOT2:
			case SPELL_EFFECT_SUMMON_OBJECT_SLOT3:
			case SPELL_EFFECT_SUMMON_OBJECT_SLOT4:
			case SPELL_EFFECT_SUMMON_DEMON:
				if (Unit* unit = m_targets.getUnitTarget())
					data << unit->GetPackGUID();
				else if (m_targets.getItemTargetGuid())
					data << m_targets.getItemTargetGuid().WriteAsPacked();
				else if (GameObject* go = m_targets.getGOTarget())
					data << go->GetPackGUID();
				else
					data << uint8(0);                   // guid
				break;
			case SPELL_EFFECT_FEED_PET:
				data << uint32(m_targets.getItemTargetEntry());
				break;
			case SPELL_EFFECT_DISMISS_PET:
				if (Unit* unit = m_targets.getUnitTarget())
					data << unit->GetPackGUID();
				else
					data << uint8(0);
				break;
			default:
				return;
			}
		}
	}

	m_caster->SendMessageToSet(&data, true);
}

void Spell::SendInterrupted(uint8 result)
{
	WorldPacket data(SMSG_SPELL_FAILURE, (8 + 4 + 1));
	data << m_caster->GetPackGUID();
	data << m_spellInfo->Id;
	data << result;
	m_caster->SendMessageToSet(&data, true);

	data.Initialize(SMSG_SPELL_FAILED_OTHER, (8 + 4));
	data << m_caster->GetObjectGuid();
	data << m_spellInfo->Id;
	m_caster->SendMessageToSet(&data, true);
}

void Spell::SendChannelUpdate(uint32 time)
{
	if (time == 0)
	{
		// Reset farsight for some possessing auras of possessed summoned (as they might work with different aura types)
		if (m_spellInfo->HasAttribute(SPELL_ATTR_EX_FARSIGHT) && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->GetCharmGuid()
			&& !IsSpellHaveAura(m_spellInfo, SPELL_AURA_MOD_POSSESS) && !IsSpellHaveAura(m_spellInfo, SPELL_AURA_MOD_POSSESS_PET))
		{
			Player* player = (Player*)m_caster;
			// These Auras are applied to self, so get the possessed first
			Unit* possessed = player->GetCharm();

			player->SetCharm(NULL);
			if (possessed)
				player->SetClientControl(possessed, 0);
			player->SetMover(NULL);
			player->GetCamera().ResetView();
			player->RemovePetActionBar();

			if (possessed)
			{
				possessed->clearUnitState(UNIT_STAT_CONTROLLED);
				possessed->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
				possessed->SetCharmerGuid(ObjectGuid());
				// TODO - Requires more specials for target?

				// Some possessed might want to despawn?
				if (possessed->GetUInt32Value(UNIT_CREATED_BY_SPELL) == m_spellInfo->Id && possessed->GetTypeId() == TYPEID_UNIT)
					((Creature*)possessed)->ForcedDespawn();
			}
		}



		m_caster->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());

		ObjectGuid target_guid = m_caster->GetChannelObjectGuid();
		if (target_guid != m_caster->GetObjectGuid() && target_guid.IsUnit())
			if (Unit* target = ObjectAccessor::GetUnit(*m_caster, target_guid))
				target->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());

		// Only finish channeling when latest channeled spell finishes
		if (m_caster->GetUInt32Value(UNIT_CHANNEL_SPELL) != m_spellInfo->Id)
			return;

		m_caster->SetChannelObjectGuid(ObjectGuid());
		m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
	}

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		WorldPacket data(MSG_CHANNEL_UPDATE, 4);
		data << uint32(time);
		((Player*)m_caster)->SendDirectMessage(&data);
	}
}

void Spell::SendChannelStart(uint32 duration)
{
	WorldObject* target = NULL;

	// select dynobject created by first effect if any
	if (m_spellInfo->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
		target = m_caster->GetDynObject(m_spellInfo->Id, EFFECT_INDEX_0);
	// select first not resisted target from target list for _0_ effect
	else if (!m_UniqueTargetInfo.empty())
	{
		for (TargetList::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
		{
			if ((itr->effectMask & (1 << EFFECT_INDEX_0)) && itr->reflectResult == SPELL_MISS_NONE &&
				itr->targetGUID != m_caster->GetObjectGuid())
			{
				target = ObjectAccessor::GetUnit(*m_caster, itr->targetGUID);
				break;
			}
		}
	}
	else if (!m_UniqueGOTargetInfo.empty())
	{
		for (GOTargetList::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
		{
			if (itr->effectMask & (1 << EFFECT_INDEX_0))
			{
				target = m_caster->GetMap()->GetGameObject(itr->targetGUID);
				break;
			}
		}
	}

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		WorldPacket data(MSG_CHANNEL_START, (4 + 4));
		data << uint32(m_spellInfo->Id);
		data << uint32(duration);
		((Player*)m_caster)->SendDirectMessage(&data);
	}

	m_timer = duration;

	if (target)
		m_caster->SetChannelObjectGuid(target->GetObjectGuid());

	m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);
}

void Spell::SendResurrectRequest(Player* target)
{
	// Both players and NPCs can resurrect using spells - have a look at creature 28487 for example
	// However, the packet structure differs slightly

	const char* sentName = m_caster->GetTypeId() == TYPEID_PLAYER ? "" : m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex());

	WorldPacket data(SMSG_RESURRECT_REQUEST, (8 + 4 + strlen(sentName) + 1 + 1 + 1));
	data << m_caster->GetObjectGuid();
	data << uint32(strlen(sentName) + 1);

	data << sentName;
	data << uint8(0);

	data << uint8(m_caster->GetTypeId() == TYPEID_PLAYER ? 0 : 1);
	target->GetSession()->SendPacket(&data);
}

void Spell::TakeCastItem()
{
	if (!m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	// not remove cast item at triggered spell (equipping, weapon damage, etc)
	if (m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM))
		return;

	ItemPrototype const* proto = m_CastItem->GetProto();

	if (!proto)
	{
		// This code is to avoid a crash
		// I'm not sure, if this is really an error, but I guess every item needs a prototype
		sLog.outError("Cast item (%s) has no item prototype", m_CastItem->GetGuidStr().c_str());
		return;
	}

	bool expendable = false;
	bool withoutCharges = false;

	for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
	{
		if (proto->Spells[i].SpellId)
		{
			// item has limited charges
			if (proto->Spells[i].SpellCharges)
			{
				if (proto->Spells[i].SpellCharges < 0 && !(proto->ExtraFlags & ITEM_EXTRA_NON_CONSUMABLE))
					expendable = true;

				int32 charges = m_CastItem->GetSpellCharges(i);

				// item has charges left
				if (charges)
				{
					(charges > 0) ? --charges : ++charges;  // abs(charges) less at 1 after use
					if (proto->Stackable == 1)
						m_CastItem->SetSpellCharges(i, charges);
					m_CastItem->SetState(ITEM_CHANGED, (Player*)m_caster);
				}

				// all charges used
				withoutCharges = (charges == 0);
			}
		}
	}

	if (expendable && withoutCharges)
	{
		uint32 count = 1;
		((Player*)m_caster)->DestroyItemCount(m_CastItem, count, true);

		// prevent crash at access to deleted m_targets.getItemTarget
		ClearCastItem();
	}
}

void Spell::TakePower()
{
	if (m_CastItem || m_triggeredByAuraSpell)
		return;

	// health as power used
	if (m_spellInfo->powerType == POWER_HEALTH)
	{
		m_caster->ModifyHealth(-(int32)m_powerCost);
		return;
	}

	if (m_spellInfo->powerType >= MAX_POWERS)
	{
		sLog.outError("Spell::TakePower: Unknown power type '%d'", m_spellInfo->powerType);
		return;
	}

	Powers powerType = Powers(m_spellInfo->powerType);

	m_caster->ModifyPower(powerType, -(int32)m_powerCost);

	// Set the five second timer
	if (powerType == POWER_MANA && m_powerCost > 0)
		m_caster->SetLastManaUse();
}

void Spell::TakeAmmo()
{
	if (m_attackType == RANGED_ATTACK && m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		Item* pItem = ((Player*)m_caster)->GetWeaponForAttack(RANGED_ATTACK, true, false);

		// wands don't have ammo
		if (!pItem || pItem->GetProto()->SubClass == ITEM_SUBCLASS_WEAPON_WAND)
			return;

		if (pItem->GetProto()->InventoryType == INVTYPE_THROWN)
		{
			if (pItem->GetMaxStackCount() == 1)
			{
				// decrease durability for non-stackable throw weapon
				((Player*)m_caster)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED);
			}
			else
			{
				// decrease items amount for stackable throw weapon
				uint32 count = 1;
				((Player*)m_caster)->DestroyItemCount(pItem, count, true);
			}
		}
		else if (uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID))
			((Player*)m_caster)->DestroyItemCount(ammo, 1, true);
	}
}


void Spell::TakeReagents()
{
	if (m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	if (IgnoreItemRequirements())                           // reagents used in triggered spell removed by original spell or don't must be removed.
		return;

	Player* p_caster = (Player*)m_caster;
	if (p_caster->CanNoReagentCast(m_spellInfo))
		return;

	for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++x)
	{
		if (m_spellInfo->Reagent[x] <= 0)
			continue;

		uint32 itemid = m_spellInfo->Reagent[x];
		uint32 itemcount = m_spellInfo->ReagentCount[x];

		// if CastItem is also spell reagent
		if (m_CastItem)
		{
			ItemPrototype const* proto = m_CastItem->GetProto();
			if (proto && proto->ItemId == itemid)
			{
				for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
				{
					// CastItem will be used up and does not count as reagent
					int32 charges = m_CastItem->GetSpellCharges(s);
					if (proto->Spells[s].SpellCharges < 0 && abs(charges) < 2)
					{
						++itemcount;
						break;
					}
				}

				m_CastItem = NULL;
				m_CastItemGUID.Clear();
			}
		}

		// if getItemTarget is also spell reagent
		if (m_targets.getItemTargetEntry() == itemid)
			m_targets.setItemTarget(NULL);

		p_caster->DestroyItemCount(itemid, itemcount, true);
	}
}

void Spell::HandleThreatSpells()
{
	if (m_UniqueTargetInfo.empty())
		return;

	SpellThreatEntry const* threatEntry = sSpellMgr.GetSpellThreatEntry(m_spellInfo->Id);

	if (!threatEntry || (!threatEntry->threat && threatEntry->ap_bonus == 0.0f))
		return;

	float threat = threatEntry->threat;
	if (threatEntry->ap_bonus != 0.0f)
		threat += threatEntry->ap_bonus * m_caster->GetTotalAttackPowerValue(GetWeaponAttackType(m_spellInfo));

	bool positive = true;
	uint8 effectMask = 0;
	for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
		if (m_spellInfo->Effect[i])
			effectMask |= (1 << i);

	if (m_negativeEffectMask & effectMask)
	{
		// can only handle spells with clearly defined positive/negative effect, check at spell_threat loading probably not perfect
		// so abort when only some effects are negative.
		if ((m_negativeEffectMask & effectMask) != effectMask)
		{
			DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u, rank %u, is not clearly positive or negative, ignoring bonus threat", m_spellInfo->Id, sSpellMgr.GetSpellRank(m_spellInfo->Id));
			return;
		}
		positive = false;
	}

	// before 2.0.1 threat from positive effects not dependent from targets amount
	if (!positive)
		threat /= m_UniqueTargetInfo.size();

	for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if (ihit->missCondition != SPELL_MISS_NONE)
			continue;

		Unit* target = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
		if (!target)
			continue;

		// positive spells distribute threat among all units that are in combat with target, like healing
		if (positive)
		{
			target->getHostileRefManager().threatAssist(m_caster /*real_caster ??*/, threat, m_spellInfo);
		}
		// for negative spells threat gets distributed among affected targets
		else
		{
			if (!target->CanHaveThreatList())
				continue;

			target->AddThreat(m_caster, threat, false, GetSpellSchoolMask(m_spellInfo), m_spellInfo);
		}
	}

	DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u added an additional %f threat for %s " SIZEFMTD " target(s)", m_spellInfo->Id, threat, positive ? "assisting" : "harming", m_UniqueTargetInfo.size());
}

void Spell::HandleEffects(Unit* pUnitTarget, Item* pItemTarget, GameObject* pGOTarget, SpellEffectIndex i, float DamageMultiplier)
{
	unitTarget = pUnitTarget;
	itemTarget = pItemTarget;
	gameObjTarget = pGOTarget;

	uint8 eff = m_spellInfo->Effect[i];

	damage = int32(CalculateDamage(i, unitTarget) * DamageMultiplier);

	DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u Effect%d : %u Targets: %s, %s, %s",
		m_spellInfo->Id, i, eff,
		unitTarget ? unitTarget->GetGuidStr().c_str() : "-",
		itemTarget ? itemTarget->GetGuidStr().c_str() : "-",
		gameObjTarget ? gameObjTarget->GetGuidStr().c_str() : "-");

	if (eff < TOTAL_SPELL_EFFECTS)
	{
		(*this.*SpellEffects[eff])(i);
		sMod.spellEffect(this, eff, i);  // extra for prepare
	}
	else
	{
		sLog.outError("WORLD: Spell FX %d > TOTAL_SPELL_EFFECTS ", eff);
	}
}

void Spell::AddTriggeredSpell(uint32 spellId)
{
	SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);

	if (!spellInfo)
	{
		sLog.outError("Spell::AddTriggeredSpell: unknown spell id %u used as triggred spell for spell %u)", spellId, m_spellInfo->Id);
		return;
	}

	m_TriggerSpells.push_back(spellInfo);
}

void Spell::AddPrecastSpell(uint32 spellId)
{
	SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);

	if (!spellInfo)
	{
		sLog.outError("Spell::AddPrecastSpell: unknown spell id %u used as pre-cast spell for spell %u)", spellId, m_spellInfo->Id);
		return;
	}

	m_preCastSpells.push_back(spellInfo);
}

void Spell::CastTriggerSpells()
{
	for (SpellInfoList::const_iterator si = m_TriggerSpells.begin(); si != m_TriggerSpells.end(); ++si)
	{
		Spell* spell = new Spell(m_caster, (*si), true, m_originalCasterGUID);
		spell->prepare(&m_targets);                         // use original spell original targets
	}
}

void Spell::CastPreCastSpells(Unit* target)
{
	for (SpellInfoList::const_iterator si = m_preCastSpells.begin(); si != m_preCastSpells.end(); ++si)
		m_caster->CastSpell(target, (*si), true, m_CastItem);
}

Unit* Spell::GetPrefilledUnitTargetOrUnitTarget(SpellEffectIndex effIndex) const
{
	for (TargetList::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
		if (itr->effectMask & (1 << effIndex))
			return m_caster->GetMap()->GetUnit(itr->targetGUID);

	return m_targets.getUnitTarget();
}

SpellCastResult Spell::CheckCast(bool strict)
{
	// check cooldowns to prevent cheating (ignore passive spells, that client side visual only)
	if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->HasAttribute(SPELL_ATTR_PASSIVE) &&
		((Player*)m_caster)->HasSpellCooldown(m_spellInfo->Id))
	{
		if (m_triggeredByAuraSpell)
			return SPELL_FAILED_DONT_REPORT;
		else
			return SPELL_FAILED_NOT_READY;
	}

	// check global cooldown
	if (strict && !m_IsTriggeredSpell && HasGlobalCooldown())
		return SPELL_FAILED_NOT_READY;

	// only allow triggered spells if at an ended battleground
	if (!m_IsTriggeredSpell && m_caster->GetTypeId() == TYPEID_PLAYER)
		if (BattleGround* bg = ((Player*)m_caster)->GetBattleGround())
			if (bg->GetStatus() == STATUS_WAIT_LEAVE)
				return SPELL_FAILED_DONT_REPORT;

	if (!m_IsTriggeredSpell && IsNonCombatSpell(m_spellInfo) &&
		m_caster->isInCombat())
		return SPELL_FAILED_AFFECTING_COMBAT;

	if (m_caster->GetTypeId() == TYPEID_PLAYER && !((Player*)m_caster)->isGameMaster() &&
		sWorld.getConfig(CONFIG_BOOL_VMAP_INDOOR_CHECK) &&
		VMAP::VMapFactory::createOrGetVMapManager()->isLineOfSightCalcEnabled())
	{
		if (m_spellInfo->HasAttribute(SPELL_ATTR_OUTDOORS_ONLY) &&
			!m_caster->GetTerrain()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
			return SPELL_FAILED_ONLY_OUTDOORS;

		if (m_spellInfo->HasAttribute(SPELL_ATTR_INDOORS_ONLY) &&
			m_caster->GetTerrain()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
			return SPELL_FAILED_ONLY_INDOORS;
	}
	// only check at first call, Stealth auras are already removed at second call
	// for now, ignore triggered spells
	if (strict && !m_IsTriggeredSpell)
	{
		// Cannot be used in this stance/form
		SpellCastResult shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->GetShapeshiftForm());
		if (shapeError != SPELL_CAST_OK)
			return shapeError;

		if (m_spellInfo->HasAttribute(SPELL_ATTR_ONLY_STEALTHED) && !(m_caster->HasStealthAura()))
			return SPELL_FAILED_ONLY_STEALTHED;
	}

	// caster state requirements
	if (m_spellInfo->CasterAuraState && !m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraState)))
		return SPELL_FAILED_CANT_DO_THAT_YET;

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
	{
		// cancel autorepeat spells if cast start when moving
		// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
		if (((Player*)m_caster)->isMoving())
		{
			// skip stuck spell to allow use it in falling case and apply spell limitations at movement
			if ((!((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLINGFAR) || m_spellInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_STUCK) &&
				(IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0))
				return SPELL_FAILED_MOVING;
		}

		if (!m_IsTriggeredSpell && NeedsComboPoints(m_spellInfo) &&
			(!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetObjectGuid() != ((Player*)m_caster)->GetComboTargetGuid()))
			// warrior not have real combo-points at client side but use this way for mark allow Overpower use
			return m_caster->getClass() == CLASS_WARRIOR ? SPELL_FAILED_CANT_DO_THAT_YET : SPELL_FAILED_NO_COMBO_POINTS;

		// Loatheb Corrupted Mind spell failed
		switch (m_spellInfo->SpellFamilyName)
		{
		case SPELLFAMILY_WARRIOR:
		{
			if (((Player*)m_caster)->HasAura(23397))
				if (m_spellInfo->Id == 71 || m_spellInfo->Id == 2457)
					return SPELL_FAILED_SPELL_UNAVAILABLE;
		}
		/*case SPELLFAMILY_DRUID:
		case SPELLFAMILY_PRIEST:
		case SPELLFAMILY_SHAMAN:
		case SPELLFAMILY_PALADIN:
		{
		if (IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_HEAL) || IsSpellHaveAura(m_spellInfo, SPELL_AURA_PERIODIC_HEAL) ||
		IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_DISPEL))
		{
		Unit::AuraList const& auraClassScripts = m_caster->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
		for (Unit::AuraList::const_iterator itr = auraClassScripts.begin(); itr != auraClassScripts.end();)
		{
		if ((*itr)->GetModifier()->m_miscvalue == 4327)
		{
		return SPELL_FAILED_FIZZLE;
		}
		else
		++itr;
		}
		}
		}*/
		}
	}

	if (Unit* target = m_targets.getUnitTarget())
	{
		// Swiftmend
		if (m_spellInfo->Id == 18562)                       // future versions have special aura state for this
		{
			if (!target->GetAura(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, UI64LIT(0x50)))
				return SPELL_FAILED_TARGET_AURASTATE;
		}

		if (!m_IsTriggeredSpell && IsDeathOnlySpell(m_spellInfo) && target->isAlive())
			return SPELL_FAILED_TARGET_NOT_DEAD;

		// totem immunity for channeled spells(needs to be before spell cast)
		// spell attribs for player channeled spells
		if (m_spellInfo->HasAttribute(SPELL_ATTR_EX_UNK14)
			&& target->GetTypeId() == TYPEID_UNIT
			&& ((Creature*)target)->IsTotem())
			return SPELL_FAILED_IMMUNE;

		bool non_caster_target = target != m_caster && !IsSpellWithCasterSourceTargetsOnly(m_spellInfo);

		if (non_caster_target)
		{
			// Not allow casting on flying player
			if (target->IsTaxiFlying())
				return SPELL_FAILED_BAD_TARGETS;

			if (!m_IsTriggeredSpell && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOSInMap(target))
				return SPELL_FAILED_LINE_OF_SIGHT;

			// auto selection spell rank implemented in WorldSession::HandleCastSpellOpcode
			// this case can be triggered if rank not found (too low-level target for first rank)
			if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_CastItem && !m_IsTriggeredSpell)
			{
				// spell expected to be auto-downranking in cast handle, so must be same
				if (m_spellInfo != sSpellMgr.SelectAuraRankForLevel(m_spellInfo, target->getLevel()))
					return SPELL_FAILED_LOWLEVEL;
			}

			if (strict && m_spellInfo->HasAttribute(SPELL_ATTR_EX3_TARGET_ONLY_PLAYER) && target->GetTypeId() != TYPEID_PLAYER && !IsAreaOfEffectSpell(m_spellInfo))
				return SPELL_FAILED_BAD_TARGETS;
		}
		else if (m_caster == target)
		{
			if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->IsInWorld())
			{
				// Additional check for some spells
				// If 0 spell effect empty - client not send target data (need use selection)
				// TODO: check it on next client version
				if (m_targets.m_targetMask == TARGET_FLAG_SELF &&
					m_spellInfo->EffectImplicitTargetA[EFFECT_INDEX_1] == TARGET_CHAIN_DAMAGE)
				{
					target = m_caster->GetMap()->GetUnit(((Player*)m_caster)->GetSelectionGuid());
					if (!target)
						return SPELL_FAILED_BAD_TARGETS;

					m_targets.setUnitTarget(target);
				}
			}

			// Some special spells with non-caster only mode

			// Fire Shield
			if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK &&
				m_spellInfo->SpellIconID == 16)
				return SPELL_FAILED_BAD_TARGETS;
		}

		// check pet presents
		for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
		{
			if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_PET)
			{
				Pet* pet = m_caster->GetPet();
				if (!pet)
				{
					if (m_triggeredByAuraSpell)             // not report pet not existence for triggered spells
						return SPELL_FAILED_DONT_REPORT;
					else
						return SPELL_FAILED_NO_PET;
				}
				else if (!pet->isAlive())
					return SPELL_FAILED_TARGETS_DEAD;
				break;
			}
		}

		// check creature type
		// ignore self casts (including area casts when caster selected as target)
		if (non_caster_target)
		{
			if (!CheckTargetCreatureType(target))
			{
				if (target->GetTypeId() == TYPEID_PLAYER)
					return SPELL_FAILED_TARGET_IS_PLAYER;
				else
					return SPELL_FAILED_BAD_TARGETS;
			}

			// simple cases
			bool explicit_target_mode = false;
			bool target_hostile = false;
			bool target_hostile_checked = false;
			bool target_friendly = false;
			bool target_friendly_checked = false;
			for (int k = 0; k < MAX_EFFECT_INDEX; ++k)
			{
				if (IsExplicitPositiveTarget(m_spellInfo->EffectImplicitTargetA[k]))
				{
					if (!target_hostile_checked)
					{
						target_hostile_checked = true;
						target_hostile = m_caster->IsHostileTo(target);
					}

					if (target_hostile)
						return SPELL_FAILED_BAD_TARGETS;

					explicit_target_mode = true;
				}
				else if (IsExplicitNegativeTarget(m_spellInfo->EffectImplicitTargetA[k]))
				{
					if (!target_friendly_checked)
					{
						target_friendly_checked = true;
						target_friendly = m_caster->IsFriendlyTo(target);
					}

					if (target_friendly)
						return SPELL_FAILED_BAD_TARGETS;

					explicit_target_mode = true;
				}
			}
			// TODO: this check can be applied and for player to prevent cheating when IsPositiveSpell will return always correct result.
			// check target for pet/charmed casts (not self targeted), self targeted cast used for area effects and etc
			if (!explicit_target_mode && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->GetCharmerOrOwnerGuid() && !IsDispelSpell(m_spellInfo))
			{
				// check correctness positive/negative cast target (pet cast real check and cheating check)
				if (IsPositiveSpell(m_spellInfo->Id))
				{
					if (!target_hostile_checked)
					{
						target_hostile_checked = true;
						target_hostile = m_caster->IsHostileTo(target);
					}

					if (target_hostile)
						return SPELL_FAILED_BAD_TARGETS;
				}
				else
				{
					if (!target_friendly_checked)
					{
						target_friendly_checked = true;
						target_friendly = m_caster->IsFriendlyTo(target);
					}

					if (target_friendly)
						return SPELL_FAILED_BAD_TARGETS;
				}
			}
		}

		if (IsPositiveSpell(m_spellInfo->Id))
			if (target->IsImmuneToSpell(m_spellInfo, target == m_caster))
				return SPELL_FAILED_TARGET_AURASTATE;

		// Must be behind the target.
		if (m_spellInfo->AttributesEx2 == SPELL_ATTR_EX2_UNK20 && m_spellInfo->HasAttribute(SPELL_ATTR_EX_UNK9) && target->HasInArc(M_PI_F, m_caster))
		{
			// Exclusion for Pounce: Facing Limitation was removed in 2.0.1, but it still uses the same, old Ex-Flags
			if (!m_spellInfo->IsFitToFamily(SPELLFAMILY_DRUID, UI64LIT(0x0000000000020000)))
			{
				SendInterrupted(2);
				return SPELL_FAILED_NOT_BEHIND;
			}
		}

		// Target must be facing you.
		if ((m_spellInfo->Attributes == (SPELL_ATTR_UNK4 | SPELL_ATTR_NOT_SHAPESHIFT | SPELL_ATTR_UNK18 | SPELL_ATTR_STOP_ATTACK_TARGET)) && !target->HasInArc(M_PI_F, m_caster))
		{
			SendInterrupted(2);
			return SPELL_FAILED_NOT_INFRONT;
		}

		// check if target is in combat
		if (non_caster_target && m_spellInfo->HasAttribute(SPELL_ATTR_EX_NOT_IN_COMBAT_TARGET) && target->isInCombat())
			return SPELL_FAILED_TARGET_AFFECTING_COMBAT;
	}
	// zone check
	uint32 zone, area;
	m_caster->GetZoneAndAreaId(zone, area);

	SpellCastResult locRes = sSpellMgr.GetSpellAllowedInLocationError(m_spellInfo, m_caster->GetMapId(), zone, area,
		m_caster->GetCharmerOrOwnerPlayerOrPlayerItself());
	if (locRes != SPELL_CAST_OK)
		return locRes;

	// not let players cast spells at mount (and let do it to creatures)
	if (m_caster->IsMounted() && m_caster->GetTypeId() == TYPEID_PLAYER && !m_IsTriggeredSpell &&
		!IsPassiveSpell(m_spellInfo) && !m_spellInfo->HasAttribute(SPELL_ATTR_CASTABLE_WHILE_MOUNTED))
	{
		if (m_caster->IsTaxiFlying())
			return SPELL_FAILED_NOT_ON_TAXI;
		else
			return SPELL_FAILED_NOT_MOUNTED;
	}

	// always (except passive spells) check items (focus object can be required for any type casts)
	if (!IsPassiveSpell(m_spellInfo))
	{
		SpellCastResult castResult = CheckItems();
		if (castResult != SPELL_CAST_OK)
			return castResult;
	}

	// Database based targets from spell_target_script
	if (m_UniqueTargetInfo.empty())                         // skip second CheckCast apply (for delayed spells for example)
	{
		for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
		{
			if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT ||
				m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT ||
				m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
				m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES ||
				m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT ||
				m_spellInfo->EffectImplicitTargetB[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
			{
				SQLMultiStorage::SQLMSIteratorBounds<SpellTargetEntry> bounds = sSpellScriptTargetStorage.getBounds<SpellTargetEntry>(m_spellInfo->Id);

				if (bounds.first == bounds.second)
				{
					if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT || m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT)
						sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_SCRIPT, but creature are not defined in `spell_script_target`", m_spellInfo->Id, j);

					if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES || m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
						sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_SCRIPT_COORDINATES, but gameobject or creature are not defined in `spell_script_target`", m_spellInfo->Id, j);

					if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT || m_spellInfo->EffectImplicitTargetB[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
						sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT, but gameobject are not defined in `spell_script_target`", m_spellInfo->Id, j);
				}

				SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
				float range = GetSpellMaxRange(srange);

				Creature* targetExplicit = NULL;            // used for cases where a target is provided (by script for example)
				Creature* creatureScriptTarget = NULL;
				GameObject* goScriptTarget = NULL;

				for (SQLMultiStorage::SQLMultiSIterator<SpellTargetEntry> i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
				{
					if (i_spellST->CanNotHitWithSpellEffect(SpellEffectIndex(j)))
						continue;

					switch (i_spellST->type)
					{
					case SPELL_TARGET_TYPE_GAMEOBJECT:
					{
						GameObject* p_GameObject = NULL;

						if (i_spellST->targetEntry)
						{
							MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster, i_spellST->targetEntry, range);
							MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(p_GameObject, go_check);
							Cell::VisitGridObjects(m_caster, checker, range);

							if (p_GameObject)
							{
								// remember found target and range, next attempt will find more near target with another entry
								creatureScriptTarget = NULL;
								goScriptTarget = p_GameObject;
								range = go_check.GetLastRange();
							}
						}
						else if (focusObject)           // Focus Object
						{
							float frange = m_caster->GetDistance(focusObject);
							if (range >= frange)
							{
								creatureScriptTarget = NULL;
								goScriptTarget = focusObject;
								range = frange;
							}
						}
						break;
					}
					case SPELL_TARGET_TYPE_CREATURE:
					case SPELL_TARGET_TYPE_DEAD:
					default:
					{
						Creature* p_Creature = NULL;

						// check if explicit target is provided and check it up against database valid target entry/state
						if (Unit* pTarget = m_targets.getUnitTarget())
						{
							if (pTarget->GetTypeId() == TYPEID_UNIT && pTarget->GetEntry() == i_spellST->targetEntry)
							{
								if (i_spellST->type == SPELL_TARGET_TYPE_DEAD && ((Creature*)pTarget)->IsCorpse())
								{
									// always use spellMaxRange, in case GetLastRange returned different in a previous pass
									if (pTarget->IsWithinDistInMap(m_caster, GetSpellMaxRange(srange)))
										targetExplicit = (Creature*)pTarget;
								}
								else if (i_spellST->type == SPELL_TARGET_TYPE_CREATURE && pTarget->isAlive())
								{
									// always use spellMaxRange, in case GetLastRange returned different in a previous pass
									if (pTarget->IsWithinDistInMap(m_caster, GetSpellMaxRange(srange)))
										targetExplicit = (Creature*)pTarget;
								}
							}
						}

						// no target provided or it was not valid, so use closest in range
						if (!targetExplicit)
						{
							MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster, i_spellST->targetEntry, i_spellST->type != SPELL_TARGET_TYPE_DEAD, i_spellST->type == SPELL_TARGET_TYPE_DEAD, range);
							MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(p_Creature, u_check);

							// Visit all, need to find also Pet* objects
							Cell::VisitAllObjects(m_caster, searcher, range);

							range = u_check.GetLastRange();
						}

						// always prefer provided target if it's valid
						if (targetExplicit)
							creatureScriptTarget = targetExplicit;
						else if (p_Creature)
							creatureScriptTarget = p_Creature;

						if (creatureScriptTarget)
							goScriptTarget = NULL;

						break;
					}
					}
				}

				if (creatureScriptTarget)
				{
					// store coordinates for TARGET_SCRIPT_COORDINATES
					if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
						m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
					{
						m_targets.setDestination(creatureScriptTarget->GetPositionX(), creatureScriptTarget->GetPositionY(), creatureScriptTarget->GetPositionZ());

						if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES && m_spellInfo->Effect[j] != SPELL_EFFECT_PERSISTENT_AREA_AURA)
							AddUnitTarget(creatureScriptTarget, SpellEffectIndex(j));
					}
					// store explicit target for TARGET_SCRIPT
					else
					{
						if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT ||
							m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT)
							AddUnitTarget(creatureScriptTarget, SpellEffectIndex(j));
					}
				}
				else if (goScriptTarget)
				{
					// store coordinates for TARGET_SCRIPT_COORDINATES
					if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
						m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
					{
						m_targets.setDestination(goScriptTarget->GetPositionX(), goScriptTarget->GetPositionY(), goScriptTarget->GetPositionZ());

						if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES && m_spellInfo->Effect[j] != SPELL_EFFECT_PERSISTENT_AREA_AURA)
							AddGOTarget(goScriptTarget, SpellEffectIndex(j));
					}
					// store explicit target for TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT
					else
					{
						if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT ||
							m_spellInfo->EffectImplicitTargetB[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
							AddGOTarget(goScriptTarget, SpellEffectIndex(j));
					}
				}
				// Missing DB Entry or targets for this spellEffect.
				else
				{
					/* For TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT makes DB targets optional not required for now
					* TODO: Makes more research for this target type
					*/
					if (m_spellInfo->EffectImplicitTargetA[j] != TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
					{
						// not report target not existence for triggered spells
						if (m_triggeredByAuraSpell || m_IsTriggeredSpell)
							return SPELL_FAILED_DONT_REPORT;
						else
							return SPELL_FAILED_BAD_TARGETS;
					}
				}
			}
		}
	}

	if (!m_IsTriggeredSpell)
	{
		if (!m_triggeredByAuraSpell)
		{
			SpellCastResult castResult = CheckRange(strict);
			if (castResult != SPELL_CAST_OK)
				return castResult;
		}
	}

	{
		SpellCastResult castResult = CheckPower();
		if (castResult != SPELL_CAST_OK)
			return castResult;
	}

	if (!m_IsTriggeredSpell)                                // triggered spell not affected by stun/etc
	{
		SpellCastResult castResult = CheckCasterAuras();
		if (castResult != SPELL_CAST_OK)
			return castResult;
	}

	for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
	{
		// for effects of spells that have only one target
		switch (m_spellInfo->Effect[i])
		{
		case SPELL_EFFECT_DUMMY:
		{
			if (m_spellInfo->SpellIconID == 1648)       // Execute
			{
				if (!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetHealth() > m_targets.getUnitTarget()->GetMaxHealth() * 0.2)
					return SPELL_FAILED_BAD_TARGETS;
			}
			else if (m_spellInfo->Id == 51582)          // Rocket Boots Engaged
			{
				if (m_caster->IsInWater())
					return SPELL_FAILED_ONLY_ABOVEWATER;
			}
			else if (m_spellInfo->SpellIconID == 156)   // Holy Shock
			{
				// spell different for friends and enemies
				// hart version required facing
				if (m_targets.getUnitTarget() && !m_caster->IsFriendlyTo(m_targets.getUnitTarget()) && !m_caster->HasInArc(M_PI_F, m_targets.getUnitTarget()))
					return SPELL_FAILED_UNIT_NOT_INFRONT;
			}
			break;
		}
		case SPELL_EFFECT_DISTRACT:                     // All nearby enemies must not be in combat
		{
			if (m_targets.m_targetMask & (TARGET_FLAG_DEST_LOCATION | TARGET_FLAG_SOURCE_LOCATION))
			{
				UnitList targetsCombat;
				float radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));

				FillAreaTargets(targetsCombat, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);

				if (targetsCombat.empty())
					break;

				for (UnitList::iterator itr = targetsCombat.begin(); itr != targetsCombat.end(); ++itr)
					if ((*itr)->isInCombat())
						return SPELL_FAILED_TARGET_IN_COMBAT;
			}
			break;
		}
		case SPELL_EFFECT_SCHOOL_DAMAGE:
		{
			// Hammer of Wrath
			if (m_spellInfo->SpellVisual == 7250)
			{
				if (!m_targets.getUnitTarget())
					return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

				if (m_targets.getUnitTarget()->GetHealth() > m_targets.getUnitTarget()->GetMaxHealth() * 0.2)
					return SPELL_FAILED_BAD_TARGETS;
			}
			// Conflagrate
			else if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000200))
			{
				if (!m_targets.getUnitTarget())
					return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

				// for caster applied auras only
				bool found = false;
				Unit::AuraList const& mPeriodic = m_targets.getUnitTarget()->GetAurasByType(SPELL_AURA_PERIODIC_DAMAGE);
				for (Unit::AuraList::const_iterator i = mPeriodic.begin(); i != mPeriodic.end(); ++i)
				{
					if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK &&
						(*i)->GetCasterGuid() == m_caster->GetObjectGuid() &&
						// Immolate
						((*i)->GetSpellProto()->SpellFamilyFlags & UI64LIT(0x0000000000000004)))
					{
						found = true;
						break;
					}
				}

				if (!found)
					return SPELL_FAILED_TARGET_AURASTATE;
			}
			break;
		}
		case SPELL_EFFECT_TAMECREATURE:
		{
			// Spell can be triggered, we need to check original caster prior to caster
			Unit* caster = GetAffectiveCaster();
			if (!caster || caster->GetTypeId() != TYPEID_PLAYER ||
				!m_targets.getUnitTarget() ||
				m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER)
				return SPELL_FAILED_BAD_TARGETS;

			Player* plrCaster = (Player*)caster;

			bool gmmode = m_triggeredBySpellInfo == NULL;

			if (gmmode && !ChatHandler(plrCaster).FindCommand("npc tame"))
			{
				plrCaster->SendPetTameFailure(PETTAME_UNKNOWNERROR);
				return SPELL_FAILED_DONT_REPORT;
			}

			if (plrCaster->getClass() != CLASS_HUNTER && !gmmode)
			{
				plrCaster->SendPetTameFailure(PETTAME_UNITSCANTTAME);
				return SPELL_FAILED_DONT_REPORT;
			}

			Creature* target = (Creature*)m_targets.getUnitTarget();

			if (target->IsPet() || target->isCharmed())
			{
				plrCaster->SendPetTameFailure(PETTAME_CREATUREALREADYOWNED);
				return SPELL_FAILED_DONT_REPORT;
			}

			if (target->getLevel() > plrCaster->getLevel() && !gmmode)
			{
				plrCaster->SendPetTameFailure(PETTAME_TOOHIGHLEVEL);
				return SPELL_FAILED_DONT_REPORT;
			}

			if (!target->GetCreatureInfo()->isTameable())
			{
				plrCaster->SendPetTameFailure(PETTAME_NOTTAMEABLE);
				return SPELL_FAILED_DONT_REPORT;
			}

			if (plrCaster->GetPetGuid() || plrCaster->GetCharmGuid())
			{
				plrCaster->SendPetTameFailure(PETTAME_ANOTHERSUMMONACTIVE);
				return SPELL_FAILED_DONT_REPORT;
			}

			break;
		}
		case SPELL_EFFECT_LEARN_SPELL:
		{
			if (m_spellInfo->Id == 22968)
			{
				Unit* target = m_targets.getUnitTarget();
				if (!target)
					return SPELL_FAILED_BAD_TARGETS;

				if (target->GetTypeId() != TYPEID_PLAYER)
					return SPELL_FAILED_BAD_TARGETS;

				Player* Pplayer = (Player*)target;
				if (!Pplayer->HasSkill(186))
					return SPELL_FAILED_BAD_TARGETS;

				if (Pplayer->GetSkillValue(186) != 300)
					return SPELL_FAILED_SKILL_NOT_HIGH_ENOUGH;

				if (Pplayer->HasSpell(22967))
					return SPELL_FAILED_SPELL_LEARNED;
			}
			if (m_spellInfo->EffectImplicitTargetA[i] != TARGET_PET)
				break;

			Pet* pet = m_caster->GetPet();

			if (!pet)
				return SPELL_FAILED_NO_PET;

			// 猎人宠物技能学习检测
			switch (m_spellInfo->Id)
			{
			case 2975:  // 爪击(等级5)
			case 2976:  // 爪击(等级6)
			case 2977:  // 爪击(等级7)
			case 2980:  // 爪击(等级1)
			case 2981:  // 爪击(等级2)
			case 2982:  // 爪击(等级3)
			case 3666:  // 爪击(等级8)
			case 3667:  // 爪击(等级4)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 1:     // 狼
				case 3:     // 蜘蛛
				case 5:     // 猪
				case 6:     // 鳄鱼
				case 9:     // 猩猩
				case 12:    // 陆行鸟
				case 21:    // 龟
				case 24:    // 蝙蝠
				case 25:    // 土狗
				case 27:    // 风蛇
					return SPELL_FAILED_NO_PET;
				default:
					break;
				}
				break;
			}
			case 7370:  // 冲锋(等级1)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 5:     // 猪
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 17254:  // 撕咬(等级1)
			case 17262:  // 撕咬(等级2)
			case 17263:  // 撕咬(等级3)
			case 17264:  // 撕咬(等级4)
			case 17265:  // 撕咬(等级5)
			case 17266:  // 撕咬(等级6)
			case 17267:  // 撕咬(等级7)
			case 17268:  // 撕咬(等级8)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 7:     // 秃鹫
				case 8:     // 螃蟹
				case 20:    // 蝎子
					return SPELL_FAILED_NO_PET;
				default:
					break;
				}
				break;
			}
			case 23100: // 突进(等级1)
			case 23111: // 突进(等级2)
			case 23112: // 突进(等级3)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 1:     // 狼
				case 2:     // 猫科
				case 5:     // 猪
				case 11:    // 迅猛龙
				case 12:    // 陆行鸟
				case 25:    // 土狗
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 23146: // 俯冲(等级1)
			case 23149: // 俯冲(等级2)
			case 23150: // 俯冲(等级3)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 7:     // 秃鹫
				case 24:    // 蝙蝠
				case 26:    // 枭
				case 27:    // 风蛇
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 24424: // 尖啸(等级1)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 7:     // 秃鹫
				case 24:    // 蝙蝠
				case 26:    // 枭
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 24451: // 潜伏(等级1)
			case 24454: // 潜伏(等级2)
			case 24455: // 潜伏(等级3)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 2:     // 猫科
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 24580: // 尖啸(等级2)
			case 24581: // 尖啸(等级3)
			case 24582: // 尖啸(等级4)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 7:     // 秃鹫
				case 24:    // 蝙蝠
				case 26:    // 枭
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 24584: // 蝎毒(等级2)
			case 24588: // 蝎毒(等级3)
			case 24589: // 蝎毒(等级4)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 20:    // 蝎子
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 24599: // 狂怒之嚎(等级4)
			case 24607: // 狂怒之嚎(等级3)
			case 24608: // 狂怒之嚎(等级2)
			case 24609: // 狂怒之嚎(等级1)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 1:     // 狼
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 24641: // 蝎毒(等级1)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 20:    // 蝎子
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 24845: // 闪电吐息(等级1)
			case 25013: // 闪电吐息(等级2)
			case 25014: // 闪电吐息(等级3)
			case 25015: // 闪电吐息(等级4)
			case 25016: // 闪电吐息(等级5)
			case 25017: // 闪电吐息(等级6)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 27:    // 风蛇
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 26065: // 甲壳护盾
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 21:    // 龟
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 26094: // 雷霆践踏(等级1)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 9:    // 猩猩
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 26184: // 冲锋(等级2)
			case 26185: // 冲锋(等级3)
			case 26186: // 冲锋(等级4)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 5:     // 猪
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 26189: // 雷霆践踏(等级2)
			case 26190: // 雷霆践踏(等级3)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 9:    // 猩猩
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			case 26202: // 冲锋(等级5)
			case 28343: // 冲锋(等级6)
			{
				switch (pet->GetCreatureInfo()->Family)
				{
				case 5:     // 猪
					break;
				default:
					return SPELL_FAILED_NO_PET;
				}
				break;
			}
			default:
				break;
			}

			SpellEntry const* learn_spellproto = sSpellStore.LookupEntry(m_spellInfo->EffectTriggerSpell[i]);

			if (!learn_spellproto)
				return SPELL_FAILED_NOT_KNOWN;

			if (!pet->CanTakeMoreActiveSpells(learn_spellproto->Id))
				return SPELL_FAILED_TOO_MANY_SKILLS;

			if (m_spellInfo->spellLevel > pet->getLevel())
				return SPELL_FAILED_LOWLEVEL;

			if (!pet->HasTPForSpell(learn_spellproto->Id))
				return SPELL_FAILED_TRAINING_POINTS;

			break;
		}
		case SPELL_EFFECT_LEARN_PET_SPELL:
		{
			Pet* pet = m_caster->GetPet();

			if (!pet)
				return SPELL_FAILED_NO_PET;

			SpellEntry const* learn_spellproto = sSpellStore.LookupEntry(m_spellInfo->EffectTriggerSpell[i]);

			if (!learn_spellproto)
				return SPELL_FAILED_NOT_KNOWN;

			if (!pet->CanTakeMoreActiveSpells(learn_spellproto->Id))
				return SPELL_FAILED_TOO_MANY_SKILLS;

			if (m_spellInfo->spellLevel > pet->getLevel())
				return SPELL_FAILED_LOWLEVEL;

			if (!pet->HasTPForSpell(learn_spellproto->Id))
				return SPELL_FAILED_TRAINING_POINTS;

			break;
		}
		case SPELL_EFFECT_FEED_PET:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_BAD_TARGETS;

			Item* foodItem = m_targets.getItemTarget();
			if (!foodItem)
				return SPELL_FAILED_BAD_TARGETS;

			Pet* pet = m_caster->GetPet();

			if (!pet)
				return SPELL_FAILED_NO_PET;

			if (!pet->HaveInDiet(foodItem->GetProto()))
				return SPELL_FAILED_WRONG_PET_FOOD;

			if (!pet->GetCurrentFoodBenefitLevel(foodItem->GetProto()->ItemLevel))
				return SPELL_FAILED_FOOD_LOWLEVEL;

			if (pet->isInCombat())
				return SPELL_FAILED_AFFECTING_COMBAT;

			break;
		}
		case SPELL_EFFECT_POWER_BURN:
		case SPELL_EFFECT_POWER_DRAIN:
		{
			// Can be area effect, Check only for players and not check if target - caster (spell can have multiply drain/burn effects)
			if (m_caster->GetTypeId() == TYPEID_PLAYER)
				if (Unit* target = m_targets.getUnitTarget())
					if (target != m_caster && int32(target->GetPowerType()) != m_spellInfo->EffectMiscValue[i])
						return SPELL_FAILED_BAD_TARGETS;
			break;
		}
		case SPELL_EFFECT_CHARGE:
		{
			if (m_caster->hasUnitState(UNIT_STAT_ROOT))
				return SPELL_FAILED_ROOTED;

			break;
		}
		case SPELL_EFFECT_SKINNING:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetTypeId() != TYPEID_UNIT)
				return SPELL_FAILED_BAD_TARGETS;

			if (!m_targets.getUnitTarget()->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
				return SPELL_FAILED_TARGET_UNSKINNABLE;

			Creature* creature = (Creature*)m_targets.getUnitTarget();
			if (creature->GetCreatureType() != CREATURE_TYPE_CRITTER && (!creature->lootForBody || creature->lootForSkin || !creature->loot.empty()))
			{
				return SPELL_FAILED_TARGET_NOT_LOOTED;
			}

			uint32 skill = creature->GetCreatureInfo()->GetRequiredLootSkill();

			int32 skillValue = ((Player*)m_caster)->GetSkillValue(skill);
			int32 TargetLevel = m_targets.getUnitTarget()->getLevel();
			int32 ReqValue = (skillValue < 100 ? (TargetLevel - 10) * 10 : TargetLevel * 5);
			if (ReqValue > skillValue)
				return SPELL_FAILED_SKILL_NOT_HIGH_ENOUGH;

			// chance for fail at orange skinning attempt
			if ((m_selfContainer && (*m_selfContainer) == this) &&
				skillValue < sWorld.GetConfigMaxSkillValue() &&
				(ReqValue < 0 ? 0 : ReqValue) > irand(skillValue - 25, skillValue + 37))
				return SPELL_FAILED_TRY_AGAIN;

			break;
		}
		case SPELL_EFFECT_OPEN_LOCK_ITEM:
		case SPELL_EFFECT_OPEN_LOCK:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER) // only players can open locks, gather etc.
				return SPELL_FAILED_BAD_TARGETS;

			// we need a go target in case of TARGET_GAMEOBJECT (for other targets acceptable GO and items)
			if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT)
			{
				if (!m_targets.getGOTarget())
					return SPELL_FAILED_BAD_TARGETS;
			}

			// get the lock entry
			uint32 lockId = 0;
			if (GameObject* go = m_targets.getGOTarget())
			{
				// In BattleGround players can use only flags and banners
				if (((Player*)m_caster)->InBattleGround())
				{
					if (!((Player*)m_caster)->isAlive() || ((Player*)m_caster)->HasInvisibilityAura() || ((Player*)m_caster)->isTotalImmune() || ((Player*)m_caster)->HasAura(27827))
						return SPELL_FAILED_TRY_AGAIN;
				}

				lockId = go->GetGOInfo()->GetLockId();
				if (!lockId)
					return SPELL_FAILED_ALREADY_OPEN;
			}
			else if (Item* item = m_targets.getItemTarget())
			{
				// not own (trade?)
				//if (item->GetOwner() != m_caster)
				//return SPELL_FAILED_ITEM_GONE;

				lockId = item->GetProto()->LockID;
				if (!lockId)
					return SPELL_FAILED_ITEM_GONE;

				// if already unlocked
				if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_UNLOCKED))
					return SPELL_FAILED_ALREADY_OPEN;
			}
			else
				return SPELL_FAILED_BAD_TARGETS;

			SkillType skillId = SKILL_NONE;
			int32 reqSkillValue = 0;
			int32 skillValue = 0;

			// check lock compatibility
			SpellCastResult res = CanOpenLock(SpellEffectIndex(i), lockId, skillId, reqSkillValue, skillValue);
			if (res != SPELL_CAST_OK)
				return res;

			// chance for fail at orange mining/herb/LockPicking gathering attempt
			// second check prevent fail at rechecks
			if (skillId != SKILL_NONE && (!m_selfContainer || ((*m_selfContainer) != this)))
			{
				bool canFailAtMax = skillId != SKILL_HERBALISM && skillId != SKILL_MINING;

				// chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill)
				if ((canFailAtMax || skillValue < sWorld.GetConfigMaxSkillValue()) && reqSkillValue > irand(skillValue - 25, skillValue + 37))
					return SPELL_FAILED_TRY_AGAIN;
			}
			break;
		}
		case SPELL_EFFECT_SUMMON_DEAD_PET:
		{
			Creature* pet = m_caster->GetPet();
			if (!pet)
				return SPELL_FAILED_NO_PET;

			if (pet->isAlive())
				return SPELL_FAILED_ALREADY_HAVE_SUMMON;

			break;
		}
		// Don't make this check for SPELL_EFFECT_SUMMON_CRITTER, SPELL_EFFECT_SUMMON_WILD or SPELL_EFFECT_SUMMON_GUARDIAN.
		// These won't show up in m_caster->GetPetGUID()
		case SPELL_EFFECT_SUMMON:
		case SPELL_EFFECT_SUMMON_POSSESSED:
		case SPELL_EFFECT_SUMMON_PHANTASM:
		case SPELL_EFFECT_SUMMON_DEMON:
		{
			if (m_caster->GetPetGuid())
				return SPELL_FAILED_ALREADY_HAVE_SUMMON;

			if (m_caster->GetCharmGuid())
				return SPELL_FAILED_ALREADY_HAVE_CHARM;

			break;
		}
		case SPELL_EFFECT_SUMMON_PET:
		{
			if (m_caster->GetPetGuid())                 // let warlock do a replacement summon
			{
				Pet* pet = ((Player*)m_caster)->GetPet();

				if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARLOCK)
				{
					if (strict)                         // Summoning Disorientation, trigger pet stun (cast by pet so it doesn't attack player)
						pet->CastSpell(pet, 32752, true, NULL, NULL, pet->GetObjectGuid());
				}
				else
					return SPELL_FAILED_ALREADY_HAVE_SUMMON;
			}

			if (m_caster->GetCharmGuid())
				return SPELL_FAILED_ALREADY_HAVE_CHARM;

			break;
		}
		case SPELL_EFFECT_SUMMON_PLAYER:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_BAD_TARGETS;
			if (!((Player*)m_caster)->GetSelectionGuid())
				return SPELL_FAILED_BAD_TARGETS;

			Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelectionGuid());
			if (!target || ((Player*)m_caster) == target || !target->IsInSameRaidWith((Player*)m_caster))
				return SPELL_FAILED_BAD_TARGETS;

			// check if our map is dungeon
			if (sMapStore.LookupEntry(m_caster->GetMapId())->IsDungeon())
			{
				InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(m_caster->GetMapId());
				if (!instance)
					return SPELL_FAILED_TARGET_NOT_IN_INSTANCE;
				if (instance->levelMin > target->getLevel())
					return SPELL_FAILED_LOWLEVEL;
				if (instance->levelMax && instance->levelMax < target->getLevel())
					return SPELL_FAILED_HIGHLEVEL;
			}
			break;
		}
		case SPELL_EFFECT_LEAP:
		case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER:
		{
			if (!m_caster || m_caster->IsTaxiFlying())
				return SPELL_FAILED_NOT_ON_TAXI;

			// Blink has leap first and then removing of auras with root effect
			// need further research with this
			if (m_spellInfo->Effect[i] != SPELL_EFFECT_LEAP)
			{
				if (m_caster->hasUnitState(UNIT_STAT_ROOT))
					return SPELL_FAILED_ROOTED;
			}

			if (m_caster->GetTypeId() == TYPEID_PLAYER)
			{
				if (((Player*)m_caster)->HasMovementFlag(MOVEFLAG_ONTRANSPORT))
					return SPELL_FAILED_NOT_ON_TRANSPORT;

				// not allow use this effect at battleground until battleground start
				if (BattleGround const* bg = ((Player*)m_caster)->GetBattleGround())
					if (bg->GetStatus() != STATUS_IN_PROGRESS)
						return SPELL_FAILED_TRY_AGAIN;
			}

			break;
		}
		case SPELL_EFFECT_TRANS_DOOR:
		{
			if (m_caster && m_caster->GetTypeId() == TYPEID_PLAYER)
			{
				if (m_spellInfo->Id == 698)
				{
					if (((Player*)m_caster)->GetBattleGround() || m_caster->GetMapId() == 429)
						return SPELL_FAILED_TRY_AGAIN;
				}
			}
			break;
		}
		case SPELL_EFFECT_RESURRECT:
		case SPELL_EFFECT_RESURRECT_NEW:
		{
			if (m_caster && m_caster->GetTypeId() == TYPEID_PLAYER)
			{
				Player* pPlayer = (Player*)m_caster;
				if (sMapStore.LookupEntry(pPlayer->GetMapId())->IsDungeon())
				{
					if (Group* pGroup = pPlayer->GetGroup())
					{
						Unit* pTarget = NULL;
						for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
						{
							Player* pPlayera = itr->getSource();
							if (!pPlayera || pPlayera == pPlayer || pPlayera->isDead())
								continue;

							if (pPlayera->GetMapId() != pPlayer->GetMapId())
								continue;

							if (!pPlayera->getVictim() || !pPlayera->isInCombat())
								continue;

							if (pPlayera->getVictim()->GetTypeId() != TYPEID_UNIT)
								continue;

							if (!pTarget)
								pTarget = pPlayera->getVictim();

						}
						if (pTarget)
						{
							((Creature*)pTarget)->SetInCombatWithZone();

							if (!m_spellInfo->IsFitToFamily(SPELLFAMILY_DRUID, UI64LIT(0x11000000)))
								return SPELL_FAILED_TRY_AGAIN;
						}
					}
				}
			}
			break;
		}
		default: break;
		}
	}

	for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
	{
		// Do not check in case of junk in DBC
		if (!IsAuraApplyEffect(m_spellInfo, SpellEffectIndex(i)))
			continue;

		// Possible Unit-target for the spell
		Unit* expectedTarget = GetPrefilledUnitTargetOrUnitTarget(SpellEffectIndex(i));

		switch (m_spellInfo->EffectApplyAuraName[i])
		{
		case SPELL_AURA_MOD_POSSESS:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_UNKNOWN;

			if (expectedTarget == m_caster)
				return SPELL_FAILED_BAD_TARGETS;

			if (m_caster->GetPetGuid())
				return SPELL_FAILED_ALREADY_HAVE_SUMMON;

			if (m_caster->GetCharmGuid())
				return SPELL_FAILED_ALREADY_HAVE_CHARM;

			if (m_caster->GetCharmerGuid())
				return SPELL_FAILED_CHARMED;

			if (!expectedTarget)
				return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

			if (expectedTarget->GetCharmerGuid())
				return SPELL_FAILED_CHARMED;

			if (int32(expectedTarget->getLevel()) > CalculateDamage(SpellEffectIndex(i), expectedTarget))
				return SPELL_FAILED_HIGHLEVEL;

			break;
		}
		case SPELL_AURA_MOD_CHARM:
		{
			if (expectedTarget == m_caster)
				return SPELL_FAILED_BAD_TARGETS;

			if (m_caster->GetPetGuid())
				return SPELL_FAILED_ALREADY_HAVE_SUMMON;

			if (m_caster->GetCharmGuid())
				return SPELL_FAILED_ALREADY_HAVE_CHARM;

			if (m_caster->GetCharmerGuid())
				return SPELL_FAILED_CHARMED;

			if (!expectedTarget)
				return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

			if (expectedTarget->GetCharmerGuid())
				return SPELL_FAILED_CHARMED;

			if (int32(expectedTarget->getLevel()) > CalculateDamage(SpellEffectIndex(i), expectedTarget))
				return SPELL_FAILED_HIGHLEVEL;

			break;
		}
		case SPELL_AURA_MOD_POSSESS_PET:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER)
				return SPELL_FAILED_UNKNOWN;

			if (m_caster->GetCharmGuid())
				return SPELL_FAILED_ALREADY_HAVE_CHARM;

			if (m_caster->GetCharmerGuid())
				return SPELL_FAILED_CHARMED;

			Pet* pet = m_caster->GetPet();
			if (!pet)
				return SPELL_FAILED_NO_PET;

			if (pet->GetCharmerGuid())
				return SPELL_FAILED_CHARMED;

			break;
		}
		case SPELL_AURA_MOUNTED:
		{
			if (m_caster->IsInWater())
				return SPELL_FAILED_ONLY_ABOVEWATER;

			if (m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->GetTransport())
				return SPELL_FAILED_NO_MOUNTS_ALLOWED;

			/// Specific case for Temple of Ahn'Qiraj mounts as they are usable only in AQ40 and are the only mounts allowed here
			/// TBC and above handle this by using m_spellInfo->AreaId
			bool isAQ40Mounted = false;

			switch (m_spellInfo->Id)
			{
			case 25863:    // spell used by ingame item for Black Qiraji mount (legendary reward)
			case 26655:    // spells also related to Black Qiraji mount but use/trigger unknown
			case 26656:
			case 31700:
				if (m_caster->GetMapId() == 531)
					isAQ40Mounted = true;
				break;
			case 25953:    // spells of the 4 regular AQ40 mounts
			case 26054:
			case 26055:
			case 26056:
				if (m_caster->GetMapId() == 531)
				{
					isAQ40Mounted = true;
					break;
				}
				else
					if (m_CastItem)
					{
						switch (m_CastItem->GetEntry())
						{
						case 30090:
						case 30091:
						case 30092:
						case 30093:
							isAQ40Mounted = true;
							break;
						default:
							if (m_caster->GetMapId() == 531)
							{
								isAQ40Mounted = true;
								break;
							}
							else
								return SPELL_FAILED_NOT_HERE;
							break;
						}
					}
					else
						return SPELL_FAILED_NOT_HERE;
			default:
				break;
			}

			// Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells
			if (!isAQ40Mounted && m_caster->GetTypeId() == TYPEID_PLAYER && !sMapStore.LookupEntry(m_caster->GetMapId())->IsMountAllowed() && !m_IsTriggeredSpell) //[-ZERO] && !m_spellInfo->AreaId)
				return SPELL_FAILED_NO_MOUNTS_ALLOWED;

			if (m_caster->GetAreaId() == 35)
				return SPELL_FAILED_NO_MOUNTS_ALLOWED;

			if (m_caster->IsInDisallowedMountForm())
				return SPELL_FAILED_NOT_SHAPESHIFT;

			break;
		}
		case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS:
		{
			if (!expectedTarget)
				return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

			// can be casted at non-friendly unit or own pet/charm
			if (m_caster->IsFriendlyTo(expectedTarget))
				return SPELL_FAILED_TARGET_FRIENDLY;

			break;
		}
		case SPELL_AURA_PERIODIC_MANA_LEECH:
		{
			if (!expectedTarget)
				return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

			if (m_caster->GetTypeId() != TYPEID_PLAYER || m_CastItem)
				break;

			if (expectedTarget->GetPowerType() != POWER_MANA)
				return SPELL_FAILED_BAD_TARGETS;

			break;
		}
		case SPELL_AURA_WATER_WALK:
		{
			if (!expectedTarget)
				return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

			if (expectedTarget->GetTypeId() == TYPEID_PLAYER)
			{
				Player const* player = static_cast<Player const*>(expectedTarget);

				// Player is not allowed to cast water walk on shapeshifted/mounted player
				if (player->GetShapeshiftForm() != FORM_NONE || player->IsMounted())
					return SPELL_FAILED_BAD_TARGETS;
			}
		}
		default:
			break;
		}
	}

	// check trade slot case (last, for allow catch any another cast problems)
	if (m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
	{
		if (m_caster->GetTypeId() != TYPEID_PLAYER)
			return SPELL_FAILED_NOT_TRADING;

		Player* pCaster = ((Player*)m_caster);
		TradeData* my_trade = pCaster->GetTradeData();

		if (!my_trade)
			return SPELL_FAILED_NOT_TRADING;

		TradeSlots slot = TradeSlots(m_targets.getItemTargetGuid().GetRawValue());
		if (slot != TRADE_SLOT_NONTRADED)
			return SPELL_FAILED_ITEM_NOT_READY;

		// if trade not complete then remember it in trade data
		if (!my_trade->IsInAcceptProcess())
		{
			// Spell will be casted at completing the trade. Silently ignore at this place
			my_trade->SetSpell(m_spellInfo->Id, m_CastItem);
			return SPELL_FAILED_DONT_REPORT;
		}
	}

	// all ok
	return SPELL_CAST_OK;
}

SpellCastResult Spell::CheckPetCast(Unit* target)
{
	if (!m_caster->isAlive())
		return SPELL_FAILED_CASTER_DEAD;

	if (m_caster->IsNonMeleeSpellCasted(false))             // prevent spellcast interruption by another spellcast
		return SPELL_FAILED_SPELL_IN_PROGRESS;
	if (m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo))
		return SPELL_FAILED_AFFECTING_COMBAT;

	if (m_caster->GetTypeId() == TYPEID_UNIT && (((Creature*)m_caster)->IsPet() || m_caster->isCharmed()))
	{
		// dead owner (pets still alive when owners ressed?)
		if (m_caster->GetCharmerOrOwner() && !m_caster->GetCharmerOrOwner()->isAlive())
			return SPELL_FAILED_CASTER_DEAD;

		if (!target && m_targets.getUnitTarget())
			target = m_targets.getUnitTarget();

		bool need = false;
		for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
		{
			if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_DAMAGE ||
				m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_FRIEND ||
				m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_FRIEND_2 ||
				m_spellInfo->EffectImplicitTargetA[i] == TARGET_DUELVSPLAYER ||
				m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_PARTY ||
				m_spellInfo->EffectImplicitTargetA[i] == TARGET_CURRENT_ENEMY_COORDINATES)
			{
				need = true;
				if (!target)
					return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
				break;
			}
		}
		if (need)
			m_targets.setUnitTarget(target);

		Unit* _target = m_targets.getUnitTarget();

		if (_target)                                        // for target dead/target not valid
		{
			if (!_target->isTargetableForAttack())
				return SPELL_FAILED_BAD_TARGETS;            // guessed error

			if (IsPositiveSpell(m_spellInfo->Id) && !IsDispelSpell(m_spellInfo))
			{
				if (m_caster->IsHostileTo(_target))
					return SPELL_FAILED_BAD_TARGETS;
			}
			else
			{
				bool duelvsplayertar = false;
				for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
				{
					// TARGET_DUELVSPLAYER is positive AND negative
					duelvsplayertar |= (m_spellInfo->EffectImplicitTargetA[j] == TARGET_DUELVSPLAYER);
				}
				if (m_caster->IsFriendlyTo(target) && !duelvsplayertar)
				{
					return SPELL_FAILED_BAD_TARGETS;
				}
			}
		}
		// cooldown
		if (((Creature*)m_caster)->HasSpellCooldown(m_spellInfo->Id))
			return SPELL_FAILED_NOT_READY;
	}

	return CheckCast(true);
}

SpellCastResult Spell::CheckCasterAuras() const
{
	// Flag drop spells totally immuned to caster auras
	// FIXME: find more nice check for all totally immuned spells
	// HasAttribute(SPELL_ATTR_EX3_UNK28) ?
	if (m_spellInfo->Id == 23336 ||                         // Alliance Flag Drop
		m_spellInfo->Id == 23334)                       // Horde Flag Drop
		return SPELL_CAST_OK;

	uint8 school_immune = 0;
	uint32 mechanic_immune = 0;
	uint32 dispel_immune = 0;

	// Check if the spell grants school or mechanic immunity.
	// We use bitmasks so the loop is done only once and not on every aura check below.
	if (m_spellInfo->HasAttribute(SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY))
	{
		for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
		{
			if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_SCHOOL_IMMUNITY)
				school_immune |= uint32(m_spellInfo->EffectMiscValue[i]);
			else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MECHANIC_IMMUNITY)
				mechanic_immune |= 1 << uint32(m_spellInfo->EffectMiscValue[i] - 1);
			else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MECHANIC_IMMUNITY_MASK)
				mechanic_immune |= uint32(m_spellInfo->EffectMiscValue[i]);
			else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_DISPEL_IMMUNITY)
				dispel_immune |= GetDispellMask(DispelType(m_spellInfo->EffectMiscValue[i]));
		}
	}

	// Check whether the cast should be prevented by any state you might have.
	SpellCastResult prevented_reason = SPELL_CAST_OK;
	// Have to check if there is a stun aura. Otherwise will have problems with ghost aura apply while logging out
	uint32 unitflag = m_caster->GetUInt32Value(UNIT_FIELD_FLAGS);     // Get unit state
	/*[-ZERO]    if (unitflag & UNIT_FLAG_STUNNED && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED))
	prevented_reason = SPELL_FAILED_STUNNED;
	else if (unitflag & UNIT_FLAG_CONFUSED && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
	prevented_reason = SPELL_FAILED_CONFUSED;
	else if (unitflag & UNIT_FLAG_FLEEING && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED))
	prevented_reason = SPELL_FAILED_FLEEING;
	else */
	if (unitflag & UNIT_FLAG_SILENCED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE)
		prevented_reason = SPELL_FAILED_SILENCED;
	else if (unitflag & UNIT_FLAG_PACIFIED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY)
		prevented_reason = SPELL_FAILED_PACIFIED;

	// Attr must make flag drop spell totally immune from all effects
	if (prevented_reason != SPELL_CAST_OK)
	{
		if (school_immune || mechanic_immune || dispel_immune)
		{
			// Checking auras is needed now, because you are prevented by some state but the spell grants immunity.
			Unit::SpellAuraHolderMap const& auras = m_caster->GetSpellAuraHolderMap();
			for (Unit::SpellAuraHolderMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
			{
				SpellAuraHolder* holder = itr->second;
				SpellEntry const* pEntry = holder->GetSpellProto();

				if ((GetSpellSchoolMask(pEntry) & school_immune) && !pEntry->HasAttribute(SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE))
					continue;
				if ((1 << (pEntry->Dispel)) & dispel_immune)
					continue;

				for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
				{
					Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i));
					if (!aura)
						continue;

					if (GetSpellMechanicMask(pEntry, 1 << i) & mechanic_immune)
						continue;
					// Make a second check for spell failed so the right SPELL_FAILED message is returned.
					// That is needed when your casting is prevented by multiple states and you are only immune to some of them.
					switch (aura->GetModifier()->m_auraname)
					{
						/* Zero
						case SPELL_AURA_MOD_STUN:
						if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED))
						return SPELL_FAILED_STUNNED;
						break;
						case SPELL_AURA_MOD_CONFUSE:
						if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
						return SPELL_FAILED_CONFUSED;
						break;
						case SPELL_AURA_MOD_FEAR:
						if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED))
						return SPELL_FAILED_FLEEING;
						break;
						*/
					case SPELL_AURA_MOD_SILENCE:
					case SPELL_AURA_MOD_PACIFY:
					case SPELL_AURA_MOD_PACIFY_SILENCE:
						if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY)
							return SPELL_FAILED_PACIFIED;
						else if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE)
							return SPELL_FAILED_SILENCED;
						break;
					default: break;
					}
				}
			}
		}
		// You are prevented from casting and the spell casted does not grant immunity. Return a failed error.
		else
			return prevented_reason;
	}
	return SPELL_CAST_OK;
}

bool Spell::CanAutoCast(Unit* target)
{
	ObjectGuid targetguid = target->GetObjectGuid();

	for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
	{
		if (m_spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
		{
			if (m_spellInfo->StackAmount <= 1)
			{
				if (target->HasAura(m_spellInfo->Id, SpellEffectIndex(j)))
					return false;
			}
			else
			{
				if (Aura* aura = target->GetAura(m_spellInfo->Id, SpellEffectIndex(j)))
					if (aura->GetStackAmount() >= m_spellInfo->StackAmount)
						return false;
			}
		}
		else if (IsAreaAuraEffect(m_spellInfo->Effect[j]))
		{
			if (target->HasAura(m_spellInfo->Id, SpellEffectIndex(j)))
				return false;
		}
	}

	SpellCastResult result = CheckPetCast(target);

	if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
	{
		FillTargetMap();
		// check if among target units, our WANTED target is as well (->only self cast spells return false)
		for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
			if (ihit->targetGUID == targetguid)
				return true;
	}
	return false;                                           // target invalid
}

SpellCastResult Spell::CheckRange(bool strict)
{
	Unit* target = m_targets.getUnitTarget();
	GameObject* pGoTarget = m_targets.getGOTarget();

	// special range cases
	switch (m_spellInfo->rangeIndex)
	{
		// self cast doesn't need range checking -- also for Starshards fix
		// spells that can be cast anywhere also need no check
	case SPELL_RANGE_IDX_SELF_ONLY:
	case SPELL_RANGE_IDX_ANYWHERE:
		return SPELL_CAST_OK;
		// combat range spells are treated differently
	case SPELL_RANGE_IDX_COMBAT:
	{
		if (target)
		{
			if (target == m_caster)
				return SPELL_CAST_OK;

			float range_mod = strict ? 0.0f : 5.0f;
			float base = ATTACK_DISTANCE;
			if (Player* modOwner = m_caster->GetSpellModOwner())
			{
				float base = ATTACK_DISTANCE;
				range_mod += modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, base, this);
			}

			// with additional 5 dist for non stricted case (some melee spells have delay in apply
			return m_caster->CanReachWithMeleeAttack(target, range_mod) ? SPELL_CAST_OK : SPELL_FAILED_OUT_OF_RANGE;
		}
		break;                                          // let continue in generic way for no target
	}
	}

	// add radius of caster and ~5 yds "give" for non stricred (landing) check
	float range_mod = strict ? 1.25f : 6.25;
	if (IsChanneledSpell(m_spellInfo))
		range_mod = 1.25f;
	SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
	float max_range = GetSpellMaxRange(srange) + range_mod;
	float min_range = GetSpellMinRange(srange);

	if (Player* modOwner = m_caster->GetSpellModOwner())
		modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this);

	for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
	{
		if (m_spellInfo->Effect[i] == SPELL_EFFECT_SKINNING)
		{
			if (target && target != m_caster && !target->IsWithinDistInMap(m_caster, INTERACTION_DISTANCE))
				return SPELL_FAILED_OUT_OF_RANGE;
		}
	}

	if (target && target != m_caster)
	{
		// distance from target in checks
		float dist = m_caster->GetCombatDistance(target, m_spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);

		if (IsChanneledSpell(m_spellInfo))
		{
			if (dist > max_range)
				return SPELL_FAILED_OUT_OF_RANGE;
		}
		else
			if ((dist + 2.5f) > max_range)
				return SPELL_FAILED_OUT_OF_RANGE;
		if (min_range && (dist + 1.5f) < min_range)
			return SPELL_FAILED_TOO_CLOSE;
		if (m_caster->GetTypeId() == TYPEID_PLAYER &&
			(sSpellMgr.GetSpellFacingFlag(m_spellInfo->Id) & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(M_PI_F, target))
			return SPELL_FAILED_UNIT_NOT_INFRONT;
	}

	if (pGoTarget)
	{
		// distance from target in checks
		float dist = m_caster->GetDistance(pGoTarget);

		if (dist > (max_range + 0.20f))
			return SPELL_FAILED_OUT_OF_RANGE;
		if (min_range && dist < min_range)
			return SPELL_FAILED_TOO_CLOSE;
		if (m_caster->GetTypeId() == TYPEID_PLAYER &&
			(sSpellMgr.GetSpellFacingFlag(m_spellInfo->Id) & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(M_PI_F, pGoTarget))
			return SPELL_FAILED_NOT_INFRONT;
	}

	// TODO verify that such spells really use bounding radius
	if (m_targets.m_targetMask == TARGET_FLAG_DEST_LOCATION && m_targets.m_destX != 0 && m_targets.m_destY != 0 && m_targets.m_destZ != 0)
	{
		if (!m_caster->IsWithinDist3d(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, max_range))
			return SPELL_FAILED_OUT_OF_RANGE;
		if (min_range && m_caster->IsWithinDist3d(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, min_range))
			return SPELL_FAILED_TOO_CLOSE;
	}

	return SPELL_CAST_OK;
}

uint32 Spell::CalculatePowerCost(SpellEntry const* spellInfo, Unit* caster, Spell const* spell, Item* castItem)
{
	// item cast not used power
	if (castItem)
		return 0;

	// Spell drain all exist power on cast (Only paladin lay of Hands)
	if (spellInfo->HasAttribute(SPELL_ATTR_EX_DRAIN_ALL_POWER))
	{
		// If power type - health drain all
		if (spellInfo->powerType == POWER_HEALTH)
			return caster->GetHealth();
		// Else drain all power
		if (spellInfo->powerType < MAX_POWERS)
			return caster->GetPower(Powers(spellInfo->powerType));
		sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id);
		return 0;
	}

	// Base powerCost
	int32 powerCost = spellInfo->manaCost;
	// PCT cost from total amount
	if (spellInfo->ManaCostPercentage)
	{
		switch (spellInfo->powerType)
		{
			// health as power used
		case POWER_HEALTH:
			powerCost += spellInfo->ManaCostPercentage * caster->GetCreateHealth() / 100;
			break;
		case POWER_MANA:
			powerCost += spellInfo->ManaCostPercentage * caster->GetCreateMana() / 100;
			break;
		case POWER_RAGE:
		case POWER_FOCUS:
		case POWER_ENERGY:
		case POWER_HAPPINESS:
			powerCost += spellInfo->ManaCostPercentage * caster->GetMaxPower(Powers(spellInfo->powerType)) / 100;
			break;
		default:
			sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id);
			return 0;
		}
	}
	SpellSchools school = GetFirstSchoolInMask(spell ? spell->m_spellSchoolMask : GetSpellSchoolMask(spellInfo));
	// Flat mod from caster auras by spell school
	powerCost += caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school);
	// Shiv - costs 20 + weaponSpeed*10 energy (apply only to non-triggered spell with energy cost)
	if (spellInfo->HasAttribute(SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST))
		powerCost += caster->GetAttackTime(OFF_ATTACK) / 100;
	// Apply cost mod by spell
	if (spell)
		if (Player* modOwner = caster->GetSpellModOwner())
			modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COST, powerCost, spell);

	if (spellInfo->HasAttribute(SPELL_ATTR_LEVEL_DAMAGE_CALCULATION))
		powerCost = int32(powerCost / (1.117f * spellInfo->spellLevel / caster->getLevel() - 0.1327f));

	// PCT mod from user auras by school
	powerCost = int32(powerCost * (1.0f + caster->GetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + school)));
	if (powerCost < 0)
		powerCost = 0;
	return powerCost;
}

SpellCastResult Spell::CheckPower()
{
	// item cast not used power
	if (m_CastItem)
		return SPELL_CAST_OK;

	// health as power used - need check health amount
	if (m_spellInfo->powerType == POWER_HEALTH)
	{
		if (m_caster->GetHealth() <= m_powerCost)
			return SPELL_FAILED_CANT_DO_THAT_YET;
		return SPELL_CAST_OK;
	}

	// Check valid power type
	if (m_spellInfo->powerType >= MAX_POWERS)
	{
		sLog.outError("Spell::CheckMana: Unknown power type '%d'", m_spellInfo->powerType);
		return SPELL_FAILED_UNKNOWN;
	}

	// Check power amount
	Powers powerType = Powers(m_spellInfo->powerType);
	if (m_caster->GetPower(powerType) < m_powerCost)
		return SPELL_FAILED_NO_POWER;

	return SPELL_CAST_OK;
}

bool Spell::IgnoreItemRequirements() const
{
	if (m_IsTriggeredSpell)
	{
		/// Not own traded item (in trader trade slot) req. reagents including triggered spell case
		if (Item* targetItem = m_targets.getItemTarget())
			if (targetItem->GetOwnerGuid() != m_caster->GetObjectGuid())
				return false;

		/// Some triggered spells have same reagents that have master spell
		/// expected in test: master spell have reagents in first slot then triggered don't must use own
		if (m_triggeredBySpellInfo && !m_triggeredBySpellInfo->Reagent[0])
			return false;

		return true;
	}

	return false;
}

SpellCastResult Spell::CheckItems()
{
	if (m_caster->GetTypeId() != TYPEID_PLAYER)
		return SPELL_CAST_OK;

	Player* p_caster = (Player*)m_caster;

	// cast item checks
	if (m_CastItem)
	{
		if (m_CastItem->IsInTrade())
			return SPELL_FAILED_ITEM_GONE;

		uint32 itemid = m_CastItem->GetEntry();
		if (!p_caster->HasItemCount(itemid, 1))
			return SPELL_FAILED_ITEM_NOT_READY;

		ItemPrototype const* proto = m_CastItem->GetProto();
		if (!proto)
			return SPELL_FAILED_ITEM_NOT_READY;

		for (int i = 0; i < 5; ++i)
			if (proto->Spells[i].SpellCharges)
				if (m_CastItem->GetSpellCharges(i) == 0)
					return SPELL_FAILED_NO_CHARGES_REMAIN;

		// consumable cast item checks
		if (proto->Class == ITEM_CLASS_CONSUMABLE && m_targets.getUnitTarget())
		{
			// such items should only fail if there is no suitable effect at all - see Rejuvenation Potions for example
			SpellCastResult failReason = SPELL_CAST_OK;
			for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
			{
				// skip check, pet not required like checks, and for TARGET_PET m_targets.getUnitTarget() is not the real target but the caster
				if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_PET)
					continue;

				if (m_spellInfo->Effect[i] == SPELL_EFFECT_HEAL)
				{
					if (m_targets.getUnitTarget()->GetHealth() == m_targets.getUnitTarget()->GetMaxHealth())
					{
						failReason = SPELL_FAILED_ALREADY_AT_FULL_HEALTH;
						continue;
					}
					else
					{
						failReason = SPELL_CAST_OK;
						break;
					}
				}

				// Mana Potion, Rage Potion, Thistle Tea(Rogue), ...
				if (m_spellInfo->Effect[i] == SPELL_EFFECT_ENERGIZE)
				{
					if (m_spellInfo->EffectMiscValue[i] < 0 || m_spellInfo->EffectMiscValue[i] >= MAX_POWERS)
					{
						failReason = SPELL_FAILED_ALREADY_AT_FULL_MANA;
						continue;
					}

					Powers power = Powers(m_spellInfo->EffectMiscValue[i]);
					if (m_targets.getUnitTarget()->GetPower(power) == m_targets.getUnitTarget()->GetMaxPower(power))
					{
						failReason = SPELL_FAILED_ALREADY_AT_FULL_MANA;
						continue;
					}
					else
					{
						failReason = SPELL_CAST_OK;
						break;
					}
				}
			}
			if (failReason != SPELL_CAST_OK)
				return failReason;
		}
	}

	// check target item (for triggered case not report error)
	if (m_targets.getItemTargetGuid())
	{
		if (m_caster->GetTypeId() != TYPEID_PLAYER)
			return m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
			? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_BAD_TARGETS;

		if (!m_targets.getItemTarget())
			return m_IsTriggeredSpell  && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
			? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_ITEM_GONE;

		if (!m_targets.getItemTarget()->IsFitToSpellRequirements(m_spellInfo))
			return m_IsTriggeredSpell  && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
			? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
	}
	// if not item target then required item must be equipped (for triggered case not report error)
	else
	{
		if (m_caster->GetTypeId() == TYPEID_PLAYER && !((Player*)m_caster)->HasItemFitToSpellReqirements(m_spellInfo))
			return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
	}

	// check spell focus object
	if (m_spellInfo->RequiresSpellFocus)
	{
		GameObject* ok = NULL;
		MaNGOS::GameObjectFocusCheck go_check(m_caster, m_spellInfo->RequiresSpellFocus);
		MaNGOS::GameObjectSearcher<MaNGOS::GameObjectFocusCheck> checker(ok, go_check);
		Cell::VisitGridObjects(m_caster, checker, m_caster->GetMap()->GetVisibilityDistance());

		if (!ok)
			return SPELL_FAILED_REQUIRES_SPELL_FOCUS;

		focusObject = ok;                                   // game object found in range
	}

	// check reagents (ignore triggered spells with reagents processed by original spell) and special reagent ignore case.
	if (!IgnoreItemRequirements())
	{
		if (!p_caster->CanNoReagentCast(m_spellInfo))
		{
			for (uint32 i = 0; i < MAX_SPELL_REAGENTS; ++i)
			{
				if (m_spellInfo->Reagent[i] <= 0)
					continue;

				uint32 itemid = m_spellInfo->Reagent[i];
				uint32 itemcount = m_spellInfo->ReagentCount[i];

				// if CastItem is also spell reagent
				if (m_CastItem && m_CastItem->GetEntry() == itemid)
				{
					ItemPrototype const* proto = m_CastItem->GetProto();
					if (!proto)
						return SPELL_FAILED_ITEM_NOT_READY;
					for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
					{
						// CastItem will be used up and does not count as reagent
						int32 charges = m_CastItem->GetSpellCharges(s);
						if (proto->Spells[s].SpellCharges < 0 && !(proto->ExtraFlags & ITEM_EXTRA_NON_CONSUMABLE) && abs(charges) < 2)
						{
							++itemcount;
							break;
						}
					}
				}

				if (!p_caster->HasItemCount(itemid, itemcount))
					return SPELL_FAILED_ITEM_NOT_READY;
			}
		}

		// check totem-item requirements (items presence in inventory)
		uint32 totems = MAX_SPELL_TOTEMS;
		for (int i = 0; i < MAX_SPELL_TOTEMS; ++i)
		{
			if (m_spellInfo->Totem[i] != 0)
			{
				if (p_caster->HasItemCount(m_spellInfo->Totem[i], 1))
				{
					totems -= 1;
					continue;
				}
			}
			else
				totems -= 1;
		}

		if (totems != 0)
			return SPELL_FAILED_ITEM_GONE;                  //[-ZERO] not sure of it

		/*[-ZERO] to rewrite?
		// Check items for TotemCategory  (items presence in inventory)
		uint32 TotemCategory = MAX_SPELL_TOTEM_CATEGORIES;
		for(int i= 0; i < MAX_SPELL_TOTEM_CATEGORIES; ++i)
		{
		if (m_spellInfo->TotemCategory[i] != 0)
		{
		if (p_caster->HasItemTotemCategory(m_spellInfo->TotemCategory[i]))
		{
		TotemCategory -= 1;
		continue;
		}
		}
		else
		TotemCategory -= 1;
		}

		if (TotemCategory != 0)
		return SPELL_FAILED_TOTEM_CATEGORY;             // 0x7B
		*/
	}

	// special checks for spell effects
	for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
	{
		switch (m_spellInfo->Effect[i])
		{
		case SPELL_EFFECT_CREATE_ITEM:
		{
			if (!m_IsTriggeredSpell && m_spellInfo->EffectItemType[i])
			{
				Unit* Targets = m_targets.getUnitTarget();
				if (Targets && Targets != p_caster && Targets->GetTypeId() == TYPEID_PLAYER && m_spellInfo->Id == 24726)
				{
					ItemPosCountVec dest;
					InventoryResult msg = ((Player*)Targets)->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->EffectItemType[i], 1);
					if (msg != EQUIP_ERR_OK)
					{
						((Player*)Targets)->SendEquipError(msg, NULL, NULL, m_spellInfo->EffectItemType[i]);
						return SPELL_FAILED_DONT_REPORT;
					}
				}
				else
				{
					ItemPosCountVec dest;
					InventoryResult msg = p_caster->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->EffectItemType[i], 1);
					if (msg != EQUIP_ERR_OK)
					{
						p_caster->SendEquipError(msg, NULL, NULL, m_spellInfo->EffectItemType[i]);
						return SPELL_FAILED_DONT_REPORT;
					}
				}
			}
			break;
		}
		case SPELL_EFFECT_ENCHANT_ITEM:
		{
			Item* targetItem = m_targets.getItemTarget();
			if (!targetItem)
				return SPELL_FAILED_ITEM_GONE;

			if (targetItem->GetProto()->ItemLevel < m_spellInfo->baseLevel)
				return SPELL_FAILED_LOWLEVEL;
			// Not allow enchant in trade slot for some enchant type
			if (targetItem->GetOwner() != m_caster)
			{
				uint32 enchant_id = m_spellInfo->EffectMiscValue[i];
				SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
				if (!pEnchant)
					return SPELL_FAILED_ERROR;
				if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
					return SPELL_FAILED_NOT_TRADEABLE;
			}
			break;
		}
		case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
		{
			Item* item = m_targets.getItemTarget();
			if (!item)
				return SPELL_FAILED_ITEM_GONE;
			// Not allow enchant in trade slot for some enchant type
			if (item->GetOwner() != m_caster)
			{
				uint32 enchant_id = m_spellInfo->EffectMiscValue[i];
				SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
				if (!pEnchant)
					return SPELL_FAILED_ERROR;
				if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
					return SPELL_FAILED_NOT_TRADEABLE;
			}
			break;
		}
		case SPELL_EFFECT_ENCHANT_HELD_ITEM:
			// check item existence in effect code (not output errors at offhand hold item effect to main hand for example
			break;
		case SPELL_EFFECT_DISENCHANT:
		{
			if (m_spellInfo && m_spellInfo->Id == 13262)
			{
				if (sWorld.getConfig(CONFIG_BOOL_SAFE_LOCK) && ((Player*)m_caster)->GetPlayerSafe() == 0)
				{
					ChatHandler(((Player*)m_caster)).PSendSysMessage(LANG_SAFE_20);
					return SPELL_FAILED_CANT_BE_DISENCHANTED;
				}
			}

			if (!m_targets.getItemTarget())
				return SPELL_FAILED_CANT_BE_DISENCHANTED;

			// prevent disenchanting in trade slot
			if (m_targets.getItemTarget()->GetOwnerGuid() != m_caster->GetObjectGuid())
				return SPELL_FAILED_CANT_BE_DISENCHANTED;

			ItemPrototype const* itemProto = m_targets.getItemTarget()->GetProto();
			if (!itemProto)
				return SPELL_FAILED_CANT_BE_DISENCHANTED;

			// must have disenchant loot (other static req. checked at item prototype loading)
			if (!itemProto->DisenchantID)
				return SPELL_FAILED_CANT_BE_DISENCHANTED;
			break;
		}
		case SPELL_EFFECT_WEAPON_DAMAGE:
		case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
		{
			if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_TARGET_NOT_PLAYER;
			if (m_attackType != RANGED_ATTACK)
				break;
			Item* pItem = ((Player*)m_caster)->GetWeaponForAttack(m_attackType, true, false);
			if (!pItem)
				return SPELL_FAILED_EQUIPPED_ITEM;

			switch (pItem->GetProto()->SubClass)
			{
			case ITEM_SUBCLASS_WEAPON_THROWN:
			{
				uint32 ammo = pItem->GetEntry();
				if (!((Player*)m_caster)->HasItemCount(ammo, 1))
					return SPELL_FAILED_NO_AMMO;
			};  break;
			case ITEM_SUBCLASS_WEAPON_GUN:
			case ITEM_SUBCLASS_WEAPON_BOW:
			case ITEM_SUBCLASS_WEAPON_CROSSBOW:
			{
				uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID);
				if (!ammo)
				{
					// Requires No Ammo
					if (m_caster->GetDummyAura(46699))
						break;                      // skip other checks

					return SPELL_FAILED_NO_AMMO;
				}

				ItemPrototype const* ammoProto = ObjectMgr::GetItemPrototype(ammo);
				if (!ammoProto)
					return SPELL_FAILED_NO_AMMO;

				if (ammoProto->Class != ITEM_CLASS_PROJECTILE)
					return SPELL_FAILED_NO_AMMO;

				// check ammo ws. weapon compatibility
				switch (pItem->GetProto()->SubClass)
				{
				case ITEM_SUBCLASS_WEAPON_BOW:
				case ITEM_SUBCLASS_WEAPON_CROSSBOW:
					if (ammoProto->SubClass != ITEM_SUBCLASS_ARROW)
						return SPELL_FAILED_NO_AMMO;
					break;
				case ITEM_SUBCLASS_WEAPON_GUN:
					if (ammoProto->SubClass != ITEM_SUBCLASS_BULLET)
						return SPELL_FAILED_NO_AMMO;
					break;
				default:
					return SPELL_FAILED_NO_AMMO;
				}

				if (!((Player*)m_caster)->HasItemCount(ammo, 1))
					return SPELL_FAILED_NO_AMMO;
			};  break;
			case ITEM_SUBCLASS_WEAPON_WAND:
				break;
			default:
				break;
			}
			break;
		}
		default: break;
		}
	}

	return SPELL_CAST_OK;
}

void Spell::Delayed()
{
	if (!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER)
		return;

	if (m_spellState == SPELL_STATE_DELAYED)
		return;                                             // spell is active and can't be time-backed

	// spells not loosing casting time ( slam, dynamites, bombs.. )
	if (!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
		return;

	// check resist chance
	int32 resistChance = 100;                               // must be initialized to 100 for percent modifiers
	((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, resistChance, this);
	resistChance += m_caster->GetTotalAuraModifier(SPELL_AURA_RESIST_PUSHBACK) - 100;
	if (roll_chance_i(resistChance))
		return;

	int32 delaytime = GetNextDelayAtDamageMsTime();

	if (int32(m_timer) + delaytime > m_casttime)
	{
		delaytime = m_casttime - m_timer;
		m_timer = m_casttime;
	}
	else
		m_timer += delaytime;

	DETAIL_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u partially interrupted for (%d) ms at damage", m_spellInfo->Id, delaytime);

	WorldPacket data(SMSG_SPELL_DELAYED, 8 + 4);
	data << ObjectGuid(m_caster->GetObjectGuid());
	data << uint32(delaytime);

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		((Player*)m_caster)->SendDirectMessage(&data);
}

void Spell::DelayedChannel()
{
	if (!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER || getState() != SPELL_STATE_CASTING)
		return;

	// check resist chance
	int32 resistChance = 100;                               // must be initialized to 100 for percent modifiers
	((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, resistChance, this);
	resistChance += m_caster->GetTotalAuraModifier(SPELL_AURA_RESIST_PUSHBACK) - 100;
	if (roll_chance_i(resistChance))
		return;

	int32 delaytime = GetNextDelayAtDamageMsTime();

	if (int32(m_timer) < delaytime)
	{
		delaytime = m_timer;
		m_timer = 0;
	}
	else
		m_timer -= delaytime;

	DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u partially interrupted for %i ms, new duration: %u ms", m_spellInfo->Id, delaytime, m_timer);

	for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
	{
		if ((*ihit).missCondition == SPELL_MISS_NONE)
		{
			if (Unit* unit = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
				unit->DelaySpellAuraHolder(m_spellInfo->Id, delaytime, unit->GetObjectGuid());
		}
	}

	for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
	{
		// partially interrupt persistent area auras
		if (DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id, SpellEffectIndex(j)))
			dynObj->Delay(delaytime);
	}

	SendChannelUpdate(m_timer);
}

void Spell::UpdateOriginalCasterPointer()
{
	if (m_originalCasterGUID == m_caster->GetObjectGuid())
		m_originalCaster = m_caster;
	else if (m_originalCasterGUID.IsGameObject())
	{
		GameObject* go = m_caster->IsInWorld() ? m_caster->GetMap()->GetGameObject(m_originalCasterGUID) : NULL;
		m_originalCaster = go ? go->GetOwner() : NULL;
	}
	else
	{
		Unit* unit = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
		m_originalCaster = unit && unit->IsInWorld() ? unit : NULL;
	}
}

void Spell::UpdatePointers()
{
	UpdateOriginalCasterPointer();

	m_targets.Update(m_caster);

	if (m_caster->GetTypeId() == TYPEID_PLAYER)
		m_CastItem = ((Player *)m_caster)->GetItemByGuid(m_CastItemGUID);
	else
		m_CastItem = NULL;
}

bool Spell::CheckTargetCreatureType(Unit* target) const
{
	uint32 spellCreatureTargetMask = m_spellInfo->TargetCreatureType;

	// Curse of Doom : not find another way to fix spell target check :/
	if (m_spellInfo->Id == 603)                             // in 1.12 "Curse of doom" have only 1 rank.
	{
		// not allow cast at player
		if (target->GetTypeId() == TYPEID_PLAYER)
			return false;

		spellCreatureTargetMask = 0x7FF;
	}

	// Dismiss Pet and Taming Lesson skipped
	if (m_spellInfo->Id == 2641 || m_spellInfo->Id == 23356)
		spellCreatureTargetMask = 0;

	// skip creature type check for Grounding Totem
	if (target->GetUInt32Value(UNIT_CREATED_BY_SPELL) == 8177)
		return true;

	if (spellCreatureTargetMask)
	{
		uint32 TargetCreatureType = target->GetCreatureTypeMask();

		return !TargetCreatureType || (spellCreatureTargetMask & TargetCreatureType);
	}
	return true;
}

CurrentSpellTypes Spell::GetCurrentContainer()
{
	if (IsNextMeleeSwingSpell())
		return (CURRENT_MELEE_SPELL);
	else if (IsAutoRepeat())
		return (CURRENT_AUTOREPEAT_SPELL);
	else if (IsChanneledSpell(m_spellInfo))
		return (CURRENT_CHANNELED_SPELL);
	else
		return (CURRENT_GENERIC_SPELL);
}

bool Spell::CheckTarget(Unit* target, SpellEffectIndex eff)
{
	// Check targets for creature type mask and remove not appropriate (skip explicit self target case, maybe need other explicit targets)
	if (m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SELF)
	{
		if (!CheckTargetCreatureType(target))
			return false;
	}

	// Check targets for not_selectable unit flag and remove
	// A player can cast spells on his pet (or other controlled unit) though in any state
	if (target != m_caster && target->GetCharmerOrOwnerGuid() != m_caster->GetObjectGuid())
	{
		// any unattackable target skipped
		if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE))
			return false;

		// unselectable targets skipped in all cases except TARGET_SCRIPT targeting
		// in case TARGET_SCRIPT target selected by server always and can't be cheated
		if ((!m_IsTriggeredSpell || target != m_targets.getUnitTarget()) &&
			target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE) &&
			m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SCRIPT &&
			m_spellInfo->EffectImplicitTargetB[eff] != TARGET_SCRIPT &&
			m_spellInfo->EffectImplicitTargetA[eff] != TARGET_AREAEFFECT_INSTANT &&
			m_spellInfo->EffectImplicitTargetB[eff] != TARGET_AREAEFFECT_INSTANT &&
			m_spellInfo->EffectImplicitTargetA[eff] != TARGET_AREAEFFECT_CUSTOM &&
			m_spellInfo->EffectImplicitTargetB[eff] != TARGET_AREAEFFECT_CUSTOM &&
			m_spellInfo->EffectImplicitTargetA[eff] != TARGET_NARROW_FRONTAL_CONE &&
			m_spellInfo->EffectImplicitTargetB[eff] != TARGET_NARROW_FRONTAL_CONE)
			return false;
	}

	// Check player targets and remove if in GM mode or GM invisibility (for not self casting case)
	if (target != m_caster && target->GetTypeId() == TYPEID_PLAYER)
	{
		if (((Player*)target)->GetVisibility() == VISIBILITY_OFF)
			return false;

		if (((Player*)target)->isGameMaster() && !IsPositiveSpell(m_spellInfo->Id))
			return false;
	}

	// Check targets for LOS visibility (except spells without range limitations )
	switch (m_spellInfo->Effect[eff])
	{
	case SPELL_EFFECT_SUMMON_PLAYER:                    // from anywhere
		break;
	case SPELL_EFFECT_DUMMY:
		if (m_spellInfo->Id != 20577)                   // Cannibalize
			break;
		// fall through
	case SPELL_EFFECT_RESURRECT_NEW:
		// player far away, maybe his corpse near?
		if (target != m_caster && !target->IsWithinLOSInMap(m_caster))
		{
			if (!m_targets.getCorpseTargetGuid())
				return false;

			Corpse* corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid());
			if (!corpse)
				return false;

			if (target->GetObjectGuid() != corpse->GetOwnerGuid())
				return false;

			if (!corpse->IsWithinLOSInMap(m_caster))
				return false;
		}

		// all ok by some way or another, skip normal check
		break;
	default:                                            // normal case
		// Get GO cast coordinates if original caster -> GO
		if (target != m_caster)
			if (WorldObject* caster = GetCastingObject())
				if (!target->IsWithinLOSInMap(caster))
					return false;
		break;
	}

	if (target->GetTypeId() != TYPEID_PLAYER && m_spellInfo->HasAttribute(SPELL_ATTR_EX3_TARGET_ONLY_PLAYER)
		&& m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SCRIPT && m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SELF)
		return false;

	return true;
}

bool Spell::IsNeedSendToClient() const
{
	return m_spellInfo->SpellVisual != 0 || IsChanneledSpell(m_spellInfo) ||
		m_spellInfo->speed > 0.0f || (!m_triggeredByAuraSpell && !m_IsTriggeredSpell);
}

bool Spell::IsTriggeredSpellWithRedundentCastTime() const
{
	return m_IsTriggeredSpell && (m_spellInfo->manaCost || m_spellInfo->ManaCostPercentage);
}

bool Spell::HaveTargetsForEffect(SpellEffectIndex effect) const
{
	for (TargetList::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
		if (itr->effectMask & (1 << effect))
			return true;

	for (GOTargetList::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
		if (itr->effectMask & (1 << effect))
			return true;

	for (ItemTargetList::const_iterator itr = m_UniqueItemInfo.begin(); itr != m_UniqueItemInfo.end(); ++itr)
		if (itr->effectMask & (1 << effect))
			return true;

	return false;
}

SpellEvent::SpellEvent(Spell* spell) : BasicEvent()
{
	m_Spell = spell;
}

SpellEvent::~SpellEvent()
{
	if (m_Spell->getState() != SPELL_STATE_FINISHED)
		m_Spell->cancel();

	if (m_Spell->IsDeletable())
	{
		delete m_Spell;
	}
	else
	{
		sLog.outError("~SpellEvent: %s %u tried to delete non-deletable spell %u. Was not deleted, causes memory leak.",
			(m_Spell->GetCaster()->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), m_Spell->GetCaster()->GetGUIDLow(), m_Spell->m_spellInfo->Id);
	}
}

bool SpellEvent::Execute(uint64 e_time, uint32 p_time)
{
	// update spell if it is not finished
	if (m_Spell->getState() != SPELL_STATE_FINISHED)
		m_Spell->update(p_time);

	// check spell state to process
	switch (m_Spell->getState())
	{
	case SPELL_STATE_FINISHED:
	{
		// spell was finished, check deletable state
		if (m_Spell->IsDeletable())
		{
			// check, if we do have unfinished triggered spells
			return true;                                // spell is deletable, finish event
		}
		// event will be re-added automatically at the end of routine)
	} break;

	case SPELL_STATE_CASTING:
	{
		// this spell is in channeled state, process it on the next update
		// event will be re-added automatically at the end of routine)
	} break;

	case SPELL_STATE_DELAYED:
	{
		// first, check, if we have just started
		if (m_Spell->GetDelayStart() != 0)
		{
			// no, we aren't, do the typical update
			// check, if we have channeled spell on our hands
			if (IsChanneledSpell(m_Spell->m_spellInfo))
			{
				// evented channeled spell is processed separately, casted once after delay, and not destroyed till finish
				// check, if we have casting anything else except this channeled spell and autorepeat
				if (m_Spell->GetCaster()->IsNonMeleeSpellCasted(false, true, true))
				{
					// another non-melee non-delayed spell is casted now, abort
					m_Spell->cancel();
				}
				else
				{
					// do the action (pass spell to channeling state)
					m_Spell->handle_immediate();
				}
				// event will be re-added automatically at the end of routine)
			}
			else
			{
				// run the spell handler and think about what we can do next
				uint64 t_offset = e_time - m_Spell->GetDelayStart();
				uint64 n_offset = m_Spell->handle_delayed(t_offset);
				if (n_offset)
				{
					// re-add us to the queue
					m_Spell->GetCaster()->m_Events.AddEvent(this, m_Spell->GetDelayStart() + n_offset, false);
					return false;                       // event not complete
				}
				// event complete
				// finish update event will be re-added automatically at the end of routine)
			}
		}
		else
		{
			// delaying had just started, record the moment
			m_Spell->SetDelayStart(e_time);
			// re-plan the event for the delay moment
			m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + m_Spell->GetDelayMoment(), false);
			return false;                               // event not complete
		}
	} break;

	default:
	{
		// all other states
		// event will be re-added automatically at the end of routine)
	} break;
	}

	// spell processing not complete, plan event on the next update interval
	m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + 1, false);
	return false;                                           // event not complete
}

void SpellEvent::Abort(uint64 /*e_time*/)
{
	// oops, the spell we try to do is aborted
	if (m_Spell->getState() != SPELL_STATE_FINISHED)
		m_Spell->cancel();
}

bool SpellEvent::IsDeletable() const
{
	return m_Spell->IsDeletable();
}

SpellCastResult Spell::CanOpenLock(SpellEffectIndex effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue)
{
	if (!lockId)                                            // possible case for GO and maybe for items.
		return SPELL_CAST_OK;

	// Get LockInfo
	LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);

	if (!lockInfo)
		return SPELL_FAILED_BAD_TARGETS;

	bool reqKey = false;                                    // some locks not have reqs

	for (int j = 0; j < 8; ++j)
	{
		switch (lockInfo->Type[j])
		{
			// check key item (many fit cases can be)
		case LOCK_KEY_ITEM:
			if (lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry() == lockInfo->Index[j])
				return SPELL_CAST_OK;
			reqKey = true;
			break;
			// check key skill (only single first fit case can be)
		case LOCK_KEY_SKILL:
		{
			reqKey = true;

			// wrong locktype, skip
			if (uint32(m_spellInfo->EffectMiscValue[effIndex]) != lockInfo->Index[j])
				continue;

			skillId = SkillByLockType(LockType(lockInfo->Index[j]));

			if (skillId != SKILL_NONE)
			{
				// skill bonus provided by casting spell (mostly item spells)
				// add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value)
				uint32 spellSkillBonus = uint32(m_currentBasePoints[effIndex]);
				reqSkillValue = lockInfo->Skill[j];

				// castitem check: rogue using skeleton keys. the skill values should not be added in this case.
				skillValue = m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER ?
					0 : ((Player*)m_caster)->GetSkillValue(skillId);

				skillValue += spellSkillBonus;

				if (skillValue < reqSkillValue)
					return SPELL_FAILED_SKILL_NOT_HIGH_ENOUGH;
			}

			return SPELL_CAST_OK;
		}
		}
	}

	if (reqKey)
		return SPELL_FAILED_BAD_TARGETS;

	return SPELL_CAST_OK;
}

/**
* Fill target list by units around (x,y) points at radius distance

* @param targetUnitMap        Reference to target list that filled by function
* @param x                    X coordinates of center point for target search
* @param y                    Y coordinates of center point for target search
* @param radius               Radius around (x,y) for target search
* @param pushType             Additional rules for target area selection (in front, angle, etc)
* @param spellTargets         Additional rules for target selection base at hostile/friendly state to original spell caster
* @param originalCaster       If provided set alternative original caster, if =NULL then used Spell::GetAffectiveObject() return
*/
void Spell::FillAreaTargets(UnitList& targetUnitMap, float radius, SpellNotifyPushType pushType, SpellTargets spellTargets, WorldObject* originalCaster /*=NULL*/)
{
	MaNGOS::SpellNotifierCreatureAndPlayer notifier(*this, targetUnitMap, radius, pushType, spellTargets, originalCaster);
	Cell::VisitAllObjects(notifier.GetCenterX(), notifier.GetCenterY(), m_caster->GetMap(), notifier, radius);
}

void Spell::FillRaidOrPartyTargets(UnitList& targetUnitMap, Unit* member, float radius, bool raid, bool withPets, bool withcaster)
{
	Player* pMember = member->GetCharmerOrOwnerPlayerOrPlayerItself();
	Group* pGroup = pMember ? pMember->GetGroup() : NULL;

	if (pGroup)
	{
		uint8 subgroup = pMember->GetSubGroup();

		for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
		{
			Player* Target = itr->getSource();

			// IsHostileTo check duel and controlled by enemy
			if (Target && (raid || subgroup == Target->GetSubGroup())
				&& !m_caster->IsHostileTo(Target))
			{
				if (Target == m_caster && withcaster ||
					Target != m_caster && m_caster->IsWithinDistInMap(Target, radius))
					targetUnitMap.push_back(Target);

				if (withPets)
					if (Pet* pet = Target->GetPet())
						if (pet == m_caster && withcaster ||
							pet != m_caster && m_caster->IsWithinDistInMap(pet, radius))
							targetUnitMap.push_back(pet);
			}
		}
	}
	else
	{
		Unit* ownerOrSelf = pMember ? pMember : member->GetCharmerOrOwnerOrSelf();
		if (ownerOrSelf == m_caster && withcaster ||
			ownerOrSelf != m_caster && m_caster->IsWithinDistInMap(ownerOrSelf, radius))
			targetUnitMap.push_back(ownerOrSelf);

		if (withPets)
			if (Pet* pet = ownerOrSelf->GetPet())
				if (pet == m_caster && withcaster ||
					pet != m_caster && m_caster->IsWithinDistInMap(pet, radius))
					targetUnitMap.push_back(pet);
	}
}

WorldObject* Spell::GetAffectiveCasterObject() const
{
	if (!m_originalCasterGUID)
		return m_caster;

	if (m_originalCasterGUID.IsGameObject() && m_caster->IsInWorld())
		return m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
	return m_originalCaster;
}

WorldObject* Spell::GetCastingObject() const
{
	if (m_originalCasterGUID.IsGameObject())
		return m_caster->IsInWorld() ? m_caster->GetMap()->GetGameObject(m_originalCasterGUID) : NULL;
	else
		return m_caster;
}

void Spell::ResetEffectDamageAndHeal()
{
	m_damage = 0;
	m_healing = 0;
}

void Spell::ClearCastItem()
{
	if (m_CastItem == m_targets.getItemTarget())
		m_targets.setItemTarget(NULL);

	m_CastItem = NULL;
	m_CastItemGUID.Clear();
}

bool Spell::HasGlobalCooldown(){
	// global cooldown have only player or controlled units
	if (m_caster->GetCharmInfo())
		return m_caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
	else if (m_caster->GetTypeId() == TYPEID_PLAYER)
		return ((Player*)m_caster)->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
	else
		return false;
}

void Spell::TriggerGlobalCooldown()
{
	int32 gcd = m_spellInfo->StartRecoveryTime;
	if (!gcd)
		return;

	// global cooldown can't leave range 1..1.5 secs (if it it)
	// exist some spells (mostly not player directly casted) that have < 1 sec and > 1.5 sec global cooldowns
	// but its as test show not affected any spell mods.
	if (gcd >= 1000 && gcd <= 1500)
	{
		// apply haste rating
		gcd = int32(float(gcd) * m_caster->GetFloatValue(UNIT_MOD_CAST_SPEED));

		if (gcd < 1000)
			gcd = 1000;
		else if (gcd > 1500)
			gcd = 1500;
	}

	// global cooldown have only player or controlled units
	if (m_caster->GetCharmInfo())
		m_caster->GetCharmInfo()->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd);
	else if (m_caster->GetTypeId() == TYPEID_PLAYER)
		((Player*)m_caster)->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd);
}

void Spell::CancelGlobalCooldown()
{
	if (!m_spellInfo->StartRecoveryTime)
		return;

	// cancel global cooldown when interrupting current cast
	if (m_caster->GetCurrentSpell(CURRENT_GENERIC_SPELL) != this)
		return;

	// global cooldown have only player or controlled units
	if (m_caster->GetCharmInfo())
		m_caster->GetCharmInfo()->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
	else if (m_caster->GetTypeId() == TYPEID_PLAYER)
		((Player*)m_caster)->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
}

void Spell::GetSpellRangeAndRadius(SpellEffectIndex effIndex, float& radius, uint32& EffectChainTarget, uint32& unMaxTargets) const
{
	if (m_spellInfo->EffectRadiusIndex[effIndex])
		radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[effIndex]));
	else
		radius = GetSpellMaxRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex));

	if (Unit* realCaster = GetAffectiveCaster())
	{
		if (Player* modOwner = realCaster->GetSpellModOwner())
		{
			modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius, this);
			modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, EffectChainTarget, this);
		}
	}

	// custom target amount cases
	switch (m_spellInfo->SpellFamilyName)
	{
	case SPELLFAMILY_GENERIC:
	{
		switch (m_spellInfo->Id)
		{
		case 802:                                   // Mutate Bug (AQ40, Emperor Vek'nilash)
		case 804:                                   // Explode Bug (AQ40, Emperor Vek'lor)
		case 23138:                                 // Gate of Shazzrah (MC, Shazzrah)
		case 24781:                                 // Dream Fog (Emerald Dragons)
		case 28560:                                 // Summon Blizzard (Naxx, Sapphiron)
			unMaxTargets = 1;
			break;
		case 10258:                                 // Awaken Vault Warder (Uldaman)
		case 28542:                                 // Life Drain (Naxx, Sapphiron)
			unMaxTargets = 2;
			break;
		case 28796:                                 // Poison Bolt Volley (Naxx, Faerlina)
			unMaxTargets = 10;
			break;
		case 25991:                                 // Poison Bolt Volley (AQ40, Pincess Huhuran)
			unMaxTargets = 15;
			break;
		}
		break;
	}
	default:
		break;
	}

	// custom radius cases
	switch (m_spellInfo->SpellFamilyName)
	{
	case SPELLFAMILY_GENERIC:
	{
		switch (m_spellInfo->Id)
		{
		case 24811:                                 // Draw Spirit (Lethon)
		{
			if (effIndex == EFFECT_INDEX_0)         // Copy range from EFF_1 to 0
				radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[EFFECT_INDEX_1]));
			break;
		}
		case 28241:                                 // Poison (Naxxramas, Grobbulus Cloud)
		{
			if (SpellAuraHolder* auraHolder = m_caster->GetSpellAuraHolder(28158))
				radius = 0.5f * (60000 - auraHolder->GetAuraDuration()) * 0.001f;
			break;
		}
		default:
			break;
		}
		break;
	}
	default:
		break;
	}
}

int32 Spell::CalculateKongzhiTimeByResist(Unit* pCaster, Unit* pVictim, uint32 duration)
{
	int32 actual_time = 0;
	float tmpvalue2 = (float)pVictim->GetResistance(GetFirstSchoolInMask(SpellSchoolMask(SPELL_SCHOOL_MASK_SHADOW)));
	tmpvalue2 += (float)pCaster->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, SPELL_SCHOOL_MASK_SHADOW);
	tmpvalue2 *= (float)(0.15f / pVictim->getLevel());
	if (tmpvalue2 < 0.0f)
		tmpvalue2 = 0.0f;
	if (tmpvalue2 > 0.75f)
		tmpvalue2 = 0.75f;
	uint32 ran = urand(0, 100);
	float faq[4] = { 24.0f, 6.0f, 4.0f, 6.0f };
	uint8 m = 0;
	float Binom = 0.0f;
	for (uint8 i = 0; i < 4; ++i)
	{
		Binom += 2400 * (powf(tmpvalue2, float(i)) * powf((1 - tmpvalue2), float(4 - i))) / faq[i];
		if (ran > Binom)
			++m;
		else
			break;
	}

	float mod = 1.0f;
	/*int32 duration = GetSpellDuration(m_spellInfo);
	sMod.applyDiminishingToDuration(pVictim, pCaster, duration, GetDiminishingReturnsGroupForSpell(m_spellInfo, m_triggeredByAuraSpell));

	if (GetDiminishingReturnsGroupType(GetDiminishingReturnsGroupForSpell(m_spellInfo, m_triggeredByAuraSpell)) == DRTYPE_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
	{
	DiminishingLevels diminish = pCaster->GetDiminishing(GetDiminishingReturnsGroupForSpell(m_spellInfo, m_triggeredByAuraSpell));
	switch (diminish)
	{
	case DIMINISHING_LEVEL_1: break;
	case DIMINISHING_LEVEL_2: mod = 0.5f; break;
	case DIMINISHING_LEVEL_3: mod = 0.25f; break;
	case DIMINISHING_LEVEL_IMMUNE: mod = 0.0f; break;
	default: break;
	}
	}*/

	int32 resist = int32((duration * mod) * m / 4);
	actual_time = int32(duration * mod) - resist;
	SetActualTime(actual_time);
	return actual_time;
}
